Abuse is a side-scrolling action game with a unique
+control
+system. You move the player with
+the arrow keys, while you aim his gun with the
+mouse. In the original shareware version, released
+in 1995, there were four levels, and a highly
+flexible level editor. The registered version, available
+for DOS, came with IPX support and lots of new
+items and fun stuff. Abuse was programmed by
+Jonathan Clark and start-up developer
+Crack
+Dot Com. The retail version was published by Origin
+and Electronic Arts, and can be found today in
+a number of action-game compilations.
+

What is fRaBs?
+

fRaBs is just a silly acronym for 'Free Abuse'. It
+has the network support of the registered version,
+but also comes equipped with many new single
+player and deathmatch levels, as well as additional
+enemies and artwork, all coming from outside,
+free sources. A list of updates and modifications can
+be found in the updates
+section. As far as I know, there is no material in this archive that is
+not
+public domain. I sure hope that the acronym is
+justified. :-)
+

Download fRaBs!
+

fRaBs 2.1
+is the current version of fRaBs, as of the time of this documentation.
+There's lots of new
+levels and code, so make sure you replace any
+older versions. Download - 5.40MB
+

If you have already downloaded version 2.0, there is a patch
+available that will update your version
+of fRaBs to version 2.1. Unzip the patch to the fRaBs root directory
+and it should overwrite all of
+the necessary files. In the future these patches will be smaller, as
+I will keep better track of what I
+do to the HTML documentation. Download -
+813KB
+

If there are any questions that aren't addressed
+in the documentation, feel free to drop me a line.
+

And without these folks, Abuse wouldn't exist.
+So be really nice to them. They made up what used to be the
+developer Crack
+Dot Com, and Abuse was their flagship game. It never ever got the attention
+it deserved, so if you
+enjoy this game, then show your support for the
+efforts that they continue to make.
+

The current incarnation of Abuse supports the IPX
+protocol, which is normally used for Local Area
+Network (LAN) play. However, there are ways to use
+the IPX multiplayer feature of Abuse under other
+conditions as well.
+

Basically, if you have a LAN, then the way you
+begin a network game is by having one person start
+a game and having the other people on the LAN join
+that game. Firstly, make sure you install the IPX
+protocol for Windows 95/98 on your computer. If,
+upon loading, Abuse detects your IPX drivers, then
+you can skip this step. A correctly-configured
+situation should have the game loading up and at
+the title screen, you should see a 'Networking'
+button with two computers and a cord connecting them.
+

If you don't see the Networking button, then go to
+the Windows Control Panel, and select the 'Network'
+icon. It will give you a list of networking protocols
+that are set up in Windows on your computer. If you
+don't see the IPX protocol listed with those options,
+then click the 'Add' button. Select the 'Protocol'
+option from the menu and click the new 'Add' button.
+There will be a list of 'vendors' that pop up, after
+Windows builds a driver information database. Select
+'Microsoft' and then click the IPX/SPX protocol option
+and add it to your computer. Make sure you have your
+Windows CD with you, as the driver installation will
+require it. You may need to restart your computer
+upon completion of the drivers' installation.
+

Alternatively, you may be able to find an archive with
+the IPX/SPX drivers for Windows at Microsoft's web site,
+or somewhere else on the Net. If you already have the
+IPX protocol installed and Abuse isn't detecting it, the
+first thing to do is to try reinstalling the drivers.
+If that doesn't work then I don't know what to tell you.
+Also, please note that Abuse multiplayer does not work
+in Windows NT.
+

The 'Start a New Game' button at the 'Networking' screen
+in Abuse will bring up an options menu for how many
+players can join the game (up to a maximum of 8), and
+a choice of small, medium, or large deathmatch levels.
+These levels (S,M,L) are played in a rotation, whose data
+is stored in small.lsp, medium.lsp, and large.lsp, in the
+addon/deathmat directory. Both the Options and the LISP
+files for the level rotations are pretty self-explanatory.
+

If you are joining a game, and someone has already started
+a new game on the LAN, you should see a button on the first
+'Networking' screen in Abuse that shares the 'name' of the
+game that the Server started (by default in fRaBs, this
+name is 'EvilWumpus').
+

A modem-to-modem game is not natively supported by the
+current Abuse engine. There is a workaround, however.
+Firstly, as with any of these other multiplayer options,
+you will need the Windows IPX drivers installed on your
+machine. Secondly, you will need your computer configured
+as a Dial-Up Server (DUS). I believe Windows 98 has DUS
+materials included with it, but if you're using Win95 or
+if these instructions don't apply to Win98 as well, then
+you will have to download the Win95 DUS addon. You can
+find it on the Net in more than one place.
+

You and the person you are playing will need to decide
+who wants to be the DUS and who wants to dial in to the
+server. Whichever computer has more bandwidth should be
+the DUS, but if you encounter any problems then you can
+always switch roles. For this reason it is a good idea
+to set up both computers as a DUS and also set up short-
+cuts to dial up the other computer.
+

The DUS archive will warn Win98 that it will not work if
+you try to install it in Win98, but you can ignore this
+warning... in my experience it has worked anyways. Upon
+installation there will be an option in your 'Dial-Up
+Networking' folder, under the 'Connections' menu, called
+'Dial-Up Server'. It will open a little window with an
+option to allow caller access, among other things. By
+'allowing caller access', you are allowing anyone that
+knows the password to dial into your computer. Enabling
+this option also puts a new icon in your taskbar that
+will stay there forever until you revert to 'no caller
+access'. Once you allow caller access, you can modify
+the password with the 'password' button. The 'server
+type' button will automatically put the server mode to
+'default' which should work for you.
+

Now, have the person dialing into your DUS to go to the
+'Dial-Up Networking' window on his computer and make a
+new connection in which they dial up your home phone number
+and put in your DUS password. When he/she connects to the
+appointed DUS, you will hear your modem make some noise.
+Remember that nobody can dial your server when you are
+online or on the phone. Alternatively, unless you 'disable
+caller access' after playing, the computer may 'intercept'
+incoming phone calls and think they are attempts to log
+into your DUS. Be careful.
+

Once the DUS is working and a player dials in to you,
+things work as they normally would... one person runs
+Abuse and sets up the game (the DUS) and the other person
+joins this game. Generally the gameplay is decent if
+the two modems are physically in the same city/area,
+comparable to Abuse's single player speed on a 486/33.
+Note that any IPX games (such as Quake) will work with
+this DUS 'workaround'.
+

Abuse was planned to have native TCP/IP support, and this
+would have been impressive back in 1995 (before Quake
+even!). It would have been as revolutionary as the
+developer's name, Crack dot Com... now there is about a
+hundred million companies with a dot Com in their names, but
+Crack dot Com was one of the first. But as it stands, only
+the Linux versions of Abuse and fRaBs have TCP/IP support.
+

Once again, there is a workaround to this. You may have
+heard of various programs such as Kali which let you play
+lots of old IPX games over the Internet using TCP/IP. Now
+there is a free IPX -> TCP/IP program called Kahn, and it
+even supports Abuse/fRaBs. The Kahn homepage
+will help you
+learn the ins and outs of this fine piece of software, as
+well as provide you a copy of the latest version.
+

Kahn works with a IRC-type client and a little launchbar.
+You basically add an icon for the fRaBs executable to the
+launchbar and use the button to run the game. There are
+some cool icons to use for the fRaBs launchbar in /icons,
+although it is my experience that Kahn doesn't detect the
+.ico files here automatically. Thus, in the input box,
+once you try and go to the /icons directory to select an
+icon, you need to use the file name of the icon itself.
+I use frabs2.ico, but there is also a frabs1.ico... what-
+ever one you like best.
+

Note that this launchbar icon is essential to gameplay
+over Kahn. You cannot just run Abuse with the Kahn program
+running; you must click the launchbar icon. If things work
+out you should be able to set up a multiplayer game and
+have the other person detect your game as described
+previously. For me, gameplay has been very slow (about half
+a frame/sec). I get better performance out of most other
+Kahn-supported games, for some reason. However, if you know
+someone close to you that cannot connect to your computer
+with a local phone call, this option may be best for you.
+

I'm sure Kahn is not the only type of software that does
+IPX support over TCP/IP, so be sure to try out others.
+

Well-balanced DM level with lots of ammunition. Leon did an
+awesome job with the artwork.
+

9. Occult (occult.spe) by Leon
+

Another instance of Leon's new artwork. Don't fall too far or
+the firebomb turrets will get you. Although sparsely decorated,
+there is lots of ammo and it looks like a fun, balanced level.
+Way to go Leon!
+

10. Cistern (cistern.spe) by Leon
+

A sewer occupies the bottom portion of this level, while the
+midsection has respawning POWER_FLY items that make getting
+around a breeze. Like Leon's other levels, he has a gratuitous
+amount of frisbees, rockets, and grenades. Especially here,
+the grenades are a handy weapon for drop-in attacks.
+

Medium Levels
+

1. Spacy Medium DM (spacymed.spe) by /Messiah\
+

This is not a larger version of Spacy Tiny DM. Vertically-
+oriented level with invisibility. The emphasis is on sneaking
+around. This one took a while... lots of attention to the
+little details and sound effects.
+

2. Teardrop (teardrop.spe) by /Messiah\
+

Circle-shaped level with a smaller circle inside the bigger
+one. At the bottom of each circle is flowing water that can
+cause damage. Like the level before it, the POWER_SNEAKY can
+come in handy. Plenty of room for strategic attacks here.
+

3. Aquarius (aquarius.spe) by /Messiah\
+

A blueish level with some more water. This is a level for
+people who like to fly, and for people who don't mind having
+a bunch of PUSHER arrows push them everywhere. There's one
+single switch near the top of the level that affects access
+all over the map, as well as switching on and off a pair of
+gun turrets. Designed by my roommate, created by me. :)
+

4. Mad Race (madrace.spe) by /Messiah\
+

You'll want to try this level! It's centered around three
+POWER_FAST items, and the only other objects are Hearts and
+Napalm. :) Run fast, torch your opponents, and watch out for
+the lightning. Way different from the other levels in fRaBs.
+

5. Laaz Rockit (laazrckt.spe) by /Messiah\
+

Named after an old metal band, this level has rockets and
+frisbee ammo everywhere, and only a pinch of lightsaber. Tip:
+If someone camps near the lightsaber ammo, remember that the
+rockets have longer range than any other weapon.
+

6. Medium Bugs (bugsmed.spe) by /Messiah\
+

This is about half of the original Bugs level, with rearranged
+ammunition. A bit smaller than the other medium levels.
+

This is THE deathmatch level. Every power item is included.
+There's a few secrets, and lots of space (most of it vertical)
+to cover. Features respawning ROB1s... make sure you kill them,
+because you'll like what you find if you get to their source. :)
+Also, there's some secrets on the highest ceiling... keep shooting
+the ceiling, and wait at the very bottom of the level for that
+slowly-respawning POWER_FLY.
+

2. Limestone (limeston.spe) by /Messiah\
+

A maze of caves. The POWER_FAST will do you well to get the other
+power items. Keep in mind that the further in the mine you go down,
+the easier it will be to get back up to the top... it's a bit of
+a paradox. :)
+

3. JDM3 (jdm3.spe) by /Messiah\
+

My first shot at a deathmatch level. It centers around the
+POWER_FLY object, but there is also a POWER_HEALTH and a
+POWER_SNEAKY. The POWER_FLY is the key to controlling the
+level, so be quick.
+

PLEASE NOTE THAT SOME OF THESE FUNCTIONS ARE NOT INCLUDED
+IN ABUSE 2.0,
+ THE VERSION OF ABUSE THAT fRaBs USES. ALSO, NOTE THAT IF
+YOU ARE USING
+ A REGULAR VERSION OF ABUSE THAT MANY OF THESE OBJECTS ARE
+ONLY IN THE
+ fRaBs DISTRIBUTION.
+

+ABUSE LEVEL EDITING
+
+

Here at Crack dot Com
+we strive to create fun games. Many elements
+ go into making a fun game, one of which is level design.
+Supplied with
+ your official Abuse package is a level editor. This editor
+allows
+ you to produce your own Abuse levels, using prefabricated
+pieces which
+ we call OBJECTS. The interface is a little daunting at first,
+but with some
+ persistence you can be blasting your way down long, dark
+alleys pursuing (or
+ being pursued by!) aliens, robots, and flyers of your own
+creation. Let's
+ begin!
+
+

+Table of contents
+

(Do a key-word search
+for the number/letter combination
+
+to jump to the section you want to read)
+
+

Before you can learn
+about the objects you need to learn about
+LINKING. Links are the grey lines drawn from one object to another.
+They
+act as visual cues, indicating that those objects are referencing
+each
+other for particular purposes that will be discussed later on in
+this
+document. The exact function of a link depends upon the objects
+being
+linked and the order in which the links are created. Creating a
+link is
+actually quite simple.
+

First, position your
+mouse cursor over the object you wish to
+start the link from. A grey bounding box will surround the object.
+Now,
+you have two options. The first, and slightly faster, way is to
+hold down
+the <CTRL> key, move the cursor to the object you want to create
+the link
+to, and let go. The second way is to click on the first object.
+An extended
+options window will open. Now, click on the second object, and
+you've
+made your link. Note that the extended options window now belongs
+to the
+second object, not the first. The advantage of this method is that
+it can
+be used to link objects to lights, whereas the first method cannot.
+

Some objects can have
+multiple links. To make multiple links,
+simply repeat either method. However, if you are using the
+second
+method, you must close the extended options window before you can
+make
+another link from the first object. It is also important to note
+that links
+are sensitive to which object they originate from. When you
+create a link
+from Object A to Object B, Object B is modified only in that its
+range is
+extended when the player is within range of Object A.
+

There are two ways to
+kill a link. The first is the most
+flexible and efficient, and involves only the shortcut keys. First,
+move
+the cursor over the object that owns the link. Since objects can
+have
+multiple links, you can now either break the links first to last,
+by
+pressing <k>, or last to first, by pressing <SHIFT>-<k>.
+To see whether an
+object is making a link or being linked, move the cursor over an
+object with
+a link line originating from it. If the line turns yellow, then
+that object
+owns the link.
+

The second method uses
+the extended options window. First, open
+said window by clicking on the object. There will be two buttons
+with a red X on them. The button on the left will break links with
+objects from first to last. The button on the right will break
+links
+with objects from last to first. Note that links to lights must
+be
+broken using this method. It is suggested that you close the extended
+options window when you are finished, to prevent any accidental
+linking
+or delinking. Simply click on the check mark to close the window.
+

Most links that objects
+make act as triggers. That is, an
+object usually makes a link to another object, such as a sensor
+or
+switch, which can only have two states (on or off). When this sensor
+or switch changes its state, the object is triggered and then proceeds
+to do whatever it does best.
+

There are two ways to
+access an object's AI. The first
+method is to click on the object, thus bringing up the extended
+options window. Then, click on the AI button, which will bring
+up the AI window. The second method is to simply position the
+cursor over the object, and then press <SHIFT>-<a>.
+

The AI window will have
+a bunch of labeled fields, which are
+different for each object. For the most part, these should be
+self-explanatory. To modify them, move your mouse cursor over the
+box
+for the parameter you wish to modify, use the <BACKSPACE> key
+to delete
+the current value, and, finally, type in the desired value. Click
+on
+the check to close the AI window and make the changes complete.
+

Another important facet
+of objects is the range concept. Levels
+can be quite large, and have hundreds of objects. Obviously, if
+all of
+them were given processing time, the game would run very slowly.
+Thus,
+only objects within a certain distance of the player are processed.
+However, not all objects have the same range. For example, distant
+aliens can walk through closed doors, because the aliens have a
+longer
+range. There are two ways to fix this. The first is to search through
+the LISP code, find the portion that defines the AI of the objects,
+and change the range there. The second way is to link another object,
+usually a sensor, to the short-ranged object. When the closer
+or longer ranged object is active, it will extend the range of
+the linked object, allowing it to perform its special functions.
+

When creating a new level,
+it is generally a good idea to think
+about a general theme. Will it be all action? Will there be puzzles,
+and
+if so, have difficult will they be? What is the mood of the level?
+What
+is the skill level of the target player? Keep these questions in
+mind. You
+may also find it helpful to sketch out the general design of a
+level on
+paper before you begin. Levels can be more or less as large as
+you want them
+to be, but the default size of 100 by 100 tiles should be large
+enough for
+most levels.
+

However, before you can
+begin putting down tiles and objects, you
+must first learn to tame the windows and menus that populate the
+world
+we call ABUSE.
+
+

First, you will need
+to start the game in edit mode. This will
+allow you to access the built-in editor. To do this, go to the
+current
+ABUSE directory and type in this line :
+

abuse -edit
+

The "-edit" is an Extended
+Option. See section 1.b for a complete
+listing of these.
+

The game will now start.
+It will load level 00, the training level
+by default. This will suit our goal of learning the windows and
+menus just
+fine. Notice that the game is not running yet. If you have already
+played
+the game, you will notice there now is a menu bar at the bottom
+of the
+screen that is not present when you normally play, and that your
+cursor is
+now an arrow instead of the usual target. Let's examine the menus
+and their
+functions.
+

Under the farthest left
+hand menu called FILE, we find a listing
+of file utility commands and some advanced options.
+

The first 5 options from the top are basic file utility commands
+found
+in almost all programs.
+

Load level
+
+This command loads in levels. There are two methods you
+
+can use to do this. The first is the command line -- simply
+
+point the cursor at the text box at the top of the window,
+
+use the <BACKSPACE> key to delete the current contents, and
+
+type in the path and name of the level you wish to load.
+
+The second is the file selection system that uses the mouse.
+
+Under the text box, you will notice a list of files in the
+
+current directory. By double clicking on a directory, you
+
+can move around your directory structure. Double clicking on
+
+a file will have the editor try to load it as a level.
+
+-------NOTE----------
+
+The file selection system does not work for loading up files
+
+outside the directory from which ABUSE was ran. Use the
+
+command line to load up levels from other directories outside
+
+the current one.
+

Save level (S)
+
+This command saves levels. A shortcut key is <SHIFT>-<s>.
+
+This command will save the level with the name and path of the
+
+currently loaded level.
+

Save level as
+
+This command saves a level using a different name from the
+
+currently loaded level. Its methods are the same as the Load
+
+Level command, and it has the same limitaions.
+

Save game
+
+The save game command saves the level with your current
+
+position and weapon status. When the level is loaded up,
+
+the player will begin at the position from which the game
+
+was saved. This differs from the other save level commands
+
+in those do not save your current position, and weapon status.
+

Suspend non-players
+
+This command stops all objects from being processed, aside
+
+from the main character. You will notice that when you
+
+execute this command, the main characters upper body is
+
+frozen. This is because the main character is composed of two
+
+objects, and only the lower half is processed. This mode
+
+is useful in level designing when you don't want to
+
+disturb the world as you roam about.
+

Play mode toggle (TAB)
+
+This command starts the game from edit mode, allowing you to
+
+play the game as you normally would. Once you select this
+
+command you can only use the short-cut key (TAB) to return to
+
+edit mode. It is suggested you use this key and forgo the menu
+
+command, as the shortcut is much faster and not as tedious,
+
+and you will find yourself using it often.
+

Save palettes
+
+This command saves palettes to a file called edit.lsp, which
+
+can be edited using a conventional text editor. Palettes will
+
+be discussed in detail later in this document.
+

Start cache profile
+
+This is a level optimization feature. It lets the engine know
+
+in advance which graphics and sounds will be used in a level,
+
+so that it can store them in an efficient manner, resulting
+
+in reduced disk access when playing the level.
+
+-----------------------NOTE--------------------------
+
+This command should only be used for COMPLETED levels.
+
+To use this command properly these steps must be followed :
+

+1) Start a new level from the proper position and state.
+
+2) Select this command from the menu system.
+
+3) Enter play mode.
+
+4) Play through the level as you normally would. Using
+
+save positions is ok. Each time graphics, sound,
+
+etc. is used, the game makes note of it.
+
+5) Continue until you reach the end of the level. Do NOT
+
+go to the next level.
+
+6) Press tab to return to edit mode.
+
+7) Use the load command to reload the level.
+
+8) Save the level from the menu, or by using <SHIFT>-<s>
+
+9) Choose End Cache Profile from the file menu.
+

End/save cache profile
+
+This command will save and end the cache optimization
+
+procedure. It saves the data to a file under the name
+
+and directory of the original level with an extensiton of
+
+.cpf.
+

From the FILE menu you
+will use the Load Level command most often.
+The rest are occasionally used, and the Save Level command has
+a keyboard
+short-cut so it will not be necessary to use the menu for that
+command. Now
+let's take a look at the EDIT menus.
+

Toggle light
+
+This command turns on and off the lighting. Lighting is a
+
+unique feature of the Abuse engine, allowing the level
+
+designer to create new and interesting scenes simply
+
+by moving around the light sources. However, it can be
+
+distracting while editing a level, so this command is
+
+provided.
+

Set scroll rate
+
+This command modifies the rate at which the foreground
+
+layer and background layer scroll relative to each other.
+
+The Abuse engine has the capability for 2 layers of
+
+parallaxing. The top layer is called the foreground layer
+
+and the bottom is called the background layer. The parameters
+
+for the scroll rate are:
+

+Then background would scroll twice as fast as the
+
+foreground in the x and y axes.
+

Center on player
+
+This command will center the screen on the main character.
+
+It's very useful since the Abuse engine allows the level
+
+designer to move the center of the screen away from the
+
+character. The short-cut key is <c>.
+

Add palette
+
+This command allows the level designer to make custom
+
+palettes. When you choose this command, a dialog box will
+
+open with several fields. Type in an appropriate name, as well
+
+as width and height values. Since the palette can be resized
+
+with the arrow keys, you do not need to worry about getting
+
+the size perfect. You will now have a blank palette window.
+
+You can add foreground tiles to this window by selecting a
+
+tile from the foreground tile window (see below), and then
+
+clicking in the palette window with the RIGHT mouse button.
+
+Palettes are discussed in detail in the section on the
+
+Palettes menu option, below.
+

Toggle Delays
+
+This command will allow the game to run at the fastest speed
+
+your machine is capable of. There should be a message telling
+
+you whether delays are being turned on or off after you choose
+
+this command. The keyboard short-cut is <SHIFT>-<d>.
+

God mode
+
+In this mode you have all the weapons, unlimited ammo, and
+
+cannot be killed. The SHAREWARE version has only four
+
+weapons as opposed to the COMMERCIAL versions full eight
+
+weapon types. The keyboard short-cut is <SHIFT>-<z>.
+

Clear weapons (z)
+
+This command resets your weapon status, leaving you
+
+with only the laser rifle. All ammo will be set to 0.
+
+This is useful when designing and debugging levels,
+
+since the Abuse engine does not clear your weapons
+
+status when you reset the level. The keyboard shortcut
+
+is <z>.
+

Mouse scroll
+
+An optional feature is the ability to use the mouse as a
+
+scrolling device. If this command is active (as indicated
+
+by an asterisk), you can move around the level by pushing
+
+the cursor against the boundaries of the screen. You can
+
+also use the arrow keys to scroll around, however, you must
+
+take care that you do not accidentally resize palette windows
+
+when using them.
+

Lock palette windows
+
+This command prevents any accidential alteration to
+
+palettes. When this command is active (as indicated by an
+
+asterisk) none of the palette windows can be resized nor
+
+can the tiles in them be changed. To deactivate this command,
+
+simply select it again.
+

Raise all foreground
+
+This command will, when active as indicated by the asterisk,
+
+make all the foreground tiles laid down in the level be
+
+raised. Raised foreground tiles are drawn in front of the
+
+character. When in edit mode all raised foregrounds will have
+
+an 'X' drawn over them. You can deactivate this command by
+
+selecting it from he menu again. To raise and lower individual
+
+tiles, position the cursor over the tile you wish to raise or
+
+lower and press the <r> key.
+

Toggle object names
+
+When this command is active, each object will have its name
+
+displayed below it in green.
+

Toggle map
+(m)
+
+
+This command will display a map of the level. The map is a
+
+global representation of the level, with area boxes shown.
+
+An area box is an area of the level that has its own
+
+ambient light and screen displacement values. The map can
+
+be scrolled around with the arrow keys, or with the mouse
+
+if mouse scroll is activated.
+
+Ambient light is the global level of lighting. A
+
+player can only have one ambient light value at a time.
+
+However with the help of area boxes, you can have multiple
+
+ambient light values. Once a player leaves an area box, the
+
+screen displacement and ambient light do not return to their
+
+original values. The values of the screen displacement and
+
+ambient light change only when the player enters another area
+
+box. Screen displacement shifts the center of the screen
+
+away from the player. You can access these parameters and
+
+others via the toolbar window, which can be opened from the
+
+WINDOWS menu. See the section on the toolbar window, below,
+
+for a description of the tools and what they do.
+
+The keyboard shortcut for map mode is <m>. To get
+
+out of map mode, simply press <m> again.
+

Shrink to 320x200 (F10)
+
+This command shrinks the view window to 320x200 resolution.
+
+When working in hi-res mode, this can give you an idea of
+
+what the player will see in low-res mode.
+

Disable view shifts
+
+If this command is activated (it will have an asterisk next
+
+to it in the menu selection) view shifts will not take place
+
+when the player enters a new area box. When developing a
+
+level, this command can prevent accidental and annoying
+
+view shifts. To enable view shifts, simply reselect this
+
+command.
+

Ultra Smooth draw (U)
+
+This command will draw the characters as smoothly as possible.
+
+This command currently is under development and should
+
+not be used.
+

Disable Autolight (A)
+
+This command disables the autolight feature. The autolight
+
+feature will turn off the lighting if the frame rate drops
+
+below 9 frames per second. Disable this if you're working on
+
+a slow machine and want to see the lighting no matter what
+
+the speed. To enable autolighting again, reselect this from
+
+the menu. The keyboard short cut is <SHIFT>-<a>.
+

Show FPS/Obj count
+
+This command prints the number of frames per second and the
+
+number of objects currently being processed in the upper
+
+left hand corner of the screen.
+

Record demo
+
+This command will begin recording a demo of the game. These
+
+demos can be viewed with the play demo command.
+

Play demo
+
+this will play the demo which you have recorded.
+

The EDIT menu is very
+important to designing levels. Most of the
+important functions have keyboard shortcuts and can greatly speed
+up
+level designing. Now let's take a look at the WINDOWS menu.
+

Foreground (f)
+
+This command will bring up the foreground tile window.
+
+From this window you can select foreground tiles to place
+
+in the game world.
+
+To expand the foreground window, place your mouse cursor
+
+inside the foreground window and press <SHIFT>-<f>.
+
+Multiple presses will expand the window even further,
+
+though it will eventually return to a single tile window
+
+window. If the foreground tiles seem small, place the
+
+cursor in the window and press the <+> key to make them
+
+full size. Similarly, if they are taking up too much space,
+
+press the <-> key to shrink them. Note that the 0 color black
+
+is drawn as beige in the foreground tiles, for identification
+
+purposes. To select a tile from this window, simply click on
+
+it. You can then place the tile by moving to where you want to
+
+put it and left clicking. The keyboard shortcut is the <f> key.
+

Background (b)
+
+This selection will bring up the background tile window.
+
+These tiles are drawn behind the foreground tiles, and will
+
+show through only where there are no foreground tiles, or
+
+where the color black (0 color) is present in foreground
+
+tiles. You can select tiles from this window using the same
+
+method as for the foreground window. However, to place tiles,
+
+you must right click, as a left click will place a foreground
+
+tile. The keyboard shortcut is <b>.
+

Draw layers (L)
+
+This selection opens the layers window. The buttons in this
+
+window toggle the display of various layers. That is, you can
+
+toggle the drawing of, among other things, lighting effects
+
+and foreground tiles. The latter would be useful when laying
+
+down background tiles.
+

+FORE : Toggles the foreground layer.
+
+BACK : Toggles the background layer.
+
+BOUND : Toggles the bounding boxes on foreground tiles.
+
+Bounding boxes block the player, so that one can
+
+walk on floors and be stopped by walls.
+
+LIGHT : Toggles the lighting.
+
+LINKS : Toggles the display of links between objects.
+
+In areas with lots of links, they can sometimes
+
+obscure the foreground. Note that when off, the
+
+light icons will not be drawn.
+

+The keyboard shortcut is <SHIFT>-<l>.
+

Lighting
+(l)
+
+This will bring up the lighting window. This window has
+
+buttons for a variety of light source shapes, as well as an
+
+ambient button. Lights are respresented by a white, circular
+
+or semi-circular icon, depending upon its shape. You select
+
+and place a light in the same way you do a foreground tile.
+

+Sometimes you will want to modify the size or shape of the
+
+light. There are several ways to do this. The first method
+
+uses the keyboard almost entirely :
+

+1) Position the cursor over the light whose shape
+
+you wish to change. Or, you can skip to step 3,
+
+if you have selected a light but have not dropped it.
+
+2) Press the <SPACEBAR> to pick it up.
+
+3) Use the arrow keys to reshape the light, or + and - to
+
+resize it.
+

+The second method involves the use of the extended options
+
+window :
+

+1) Click on the light.
+
+2) Modify the W and H fields for the light. These will
+
+change the width and height, respectively. Note
+
+that these fields expect small numbers. The L2 field
+
+will change the size of the light. This field can
+
+accept very large numbers.
+

+The keyboard shortcut is <l>. Lighting is an excellent
+
+tool for creating mood in the levels. Learn how to use the
+
+lighting well.
+

Palettes
+(p)
+
+This command will open a window containing a list of palettes.
+
+Choose one and double click on it to open a palette window.
+
+Sometimes the palette windows will be shrunken so as to take
+
+up less space. Palette windows can be shrunk and expanded,
+
+just as the foreground and background windows can. While in
+
+this window, hold shift and type a letter to jump to the
+
+palettes starting with that letter.
+

+Palettes have a variety of uses. Not only can they be used as
+
+custom tile libraries, they can be used to fill areas, or to
+
+stamp down one set of tiles at a time. They are quite useful
+
+for creating complex patterns of tiles with great speed. To
+
+stamp down the palette, click on the palette's window bar with
+
+the left mouse button. While keeping the mouse button held
+
+down, drag the upper left corner of the window to the position
+
+where you wish to stamp, then press the <SPACEBAR> key. If you
+
+wish to fill, press the <t> key instead. The result of a
+
+palette stamp is perhaps best shown rather than described.
+
+Assume that the palette is being stamped at the upper left
+
+corner of the grid. A-d are foreground tiles.
+

+Palettes can also be used to fill or stamp one tile
+
+at a time. Simply left click on a tile in the palette window,
+
+then place it as you normally would. Do NOT right click, as
+
+you might accidentally alter your palette. To help prevent
+
+accidental alterations to the palette, read about the Lock
+
+Palette Windows command, above.
+

+To expand or shrink a palette, simply position the
+
+cursor in the palette window and use the arrow keys to resize
+
+it. BE CAREFUL with this -- if you shrink a palette, any tiles
+
+that were in area you just shrunk will no longer be there,
+
+even if you expand the palette back to where it was. This is
+
+annoying, at best.
+

+Also, make sure to use the Save Palettes command in
+
+the FILE menu to save your palettes so that you may use them
+
+in the future. Saving the level does NOT save the palettes.
+
+Palettes are very powerful tools to a level designer. They
+
+will allow you to do complex fills and create repetitive
+
+structures easily, as well as being custom libraries for
+
+tiles. Palettes are your friends.
+

Objects
+(o)
+
+Objects are the core of the game. They are all the characters
+
+which you interact with. Each one has its own, unique AI
+
+settings. This window gives you a listing of all the objects
+
+in the game. While in this window, hold down shift and type a
+
+letter to jump to the objects beginning with that letter. See
+
+Object Listings and Descriptions for a complete overview of
+
+all the objects in the game. Some basic object utility
+
+commands are as follows :
+

Console
+(/)
+
+This will bring up the console window. The console window
+
+can accept command line inputs. It can also be used to
+
+modify the game and receive information about the game's
+
+state.
+
+The keyboard shortcut is </>.
+

Tool Bar
+(a)
+
+This will bring up the toolbar window. It is used in
+
+conjunction with the map view to add and modify area boxes
+
+and place tiles in the map view.
+

+The toolbar menu has 3 icons : a pencil, an arrow, and a box
+
+made of broken lines. The pencil lets you lay down tiles
+
+that you have chosen from either the foreground window,
+
+palette window, or the current level itself. To lay down a
+
+tile in the game, simply press the right mouse button over
+
+an area in the map. The pencil mode is also useful for using
+
+the fill option. To fill an area in the map with one
+
+foreground tile, follow these steps :
+

+1) Select a tile from any of the three sources.
+
+2) Make sure the area you wish to fill is completely
+
+surrounded by tiles. If not, then lay down some tiles
+
+to fill the gaps.
+
+3) Move the mouse pointer into the area.
+
+4) Press the <t> key.
+

+To select a tile which has already been laid down,
+
+position your mouse cursor over the tile and press
+
+the <`> key. If your foreground window is open at the
+
+same time, it will jump to the tile you just selected.
+
+This selection mechanism will work in map mode as well.
+

+The box tool allows you to create a new area
+
+box. To do this, follow these simple steps :
+

+The arrow icon lets you modify the settings of an
+
+area box. To do this, follow this procedure :
+

+1) Select the arrow tool.
+
+2) Go to one of the yellow endpoints of the area box.
+
+Each area box has two endpoints; one at the upper left
+
+corner, and another at the lower right corner.
+
+3) Double click on the endpoint. You will know when you
+
+have selected an area box, as it will have turned into
+
+a yellow box. This will bring up a window with several
+
+parameters :
+
+Ambient
+
+The global lighting level. It ranges from 0 to 63.
+
+A value of -1 means no change.
+
+Ambient Speed
+
+This is the increment at which the ambient light
+
+level changes when the player enters the area box.
+
+Obviously if the ambient light level is the same,
+
+there will be no change.
+
+View x off
+
+This is the number of pixels the player should be
+
+offset from the center of the screen, in the X axis.
+
+A negative value will shift the screen left, and a
+
+positive value will shift the screen right.
+
+View y off
+
+This is the number of pixels the player should be
+
+offset from the center of the screen, in the Y axis.
+
+If the value is negative, it will shift the screen
+
+upwards. A positive value will shift the screen
+
+downwards.
+
+View x speed
+
+The rate the view shifts, in pixels.
+
+View y speed
+
+The rate the view shifts, in pixels.
+

+Click on the <OK> (check) button to close the area
+
+box's extended option window to save the changes, or the
+
+<DELETE> (big red X) button to delete the area box.
+

Search
+(s)
+
+This is currently under development, it will search for
+
+objects within a level. Do not use.
+

Profile
+(P)
+
+The profile window will display the current objects and
+
+rank their CPU time. The higher up on the list, the more
+
+CPU time taken up by that object or group of objects.
+

Save positions
+
+This command will save the positions of all opened windows.
+
+Thus, when reopened, they will appear where you left them.
+
+

If anyone has read this
+far, they either have to be crazy, or
+very determined. You make the call.
+

If you don't want to
+draw your own tiles, you need to familiarize
+yourself with the tile set. A good way to do this is to take a
+look at the
+current levels, like LEVEL00.SPE, the training level. Using the
+<`> key,
+with the foreground window open, select the tiles which you have
+an interest
+in. Learn what they look like, and what they do. Also look at how
+the various
+tiles fit together. Use the layers window to turn on the bounding
+layer and
+see the bounding boxes for the various tiles. Use palettes so that
+you don't
+have to search through the foreground window for your favorite
+tiles. Play
+with the objects, see how they work with the player and with each
+other. And
+save your level often. Since you often mess up your level while
+testing it
+and killing monsters and so on, make use of the restore key (<SHIFT>-<r>),
+which will reload your level. Note that if you saved the game at
+a
+RESTART_POSITION, your savegame and not the original level will
+be reloaded.
+Make sure not to save a level after you've gone through and killed
+everything.
+

Making a level is an
+incremental process, building block by block as
+you go. Keep in mind your global goals for the level. Keep the
+action steady,
+but gradually build up to the "big finish". But, more than anything,
+make
+levels and get more experience. This is the best way to learn to
+make great
+levels.
+

With all that said, level
+designing is a rewarding process filled
+with little twists and turns that will keep you enthralled and
+entertained
+for hours on end.
+

If you want to add your
+own art and objects to Abuse, chances are
+the game has become a labor of love for you. Even with some of
+the editor's
+little inadequacies, you still are having a blast making level
+after level.
+It's time for you to branch out and try creating your own artwork,
+so your
+levels become truly original.
+

To understand how the
+artwork system in Abuse works, you need to
+first make yourself familiar with Satan Paint. Named for it's incredible
+ease of use and rock-solid stability (cough, cough), you can make
+nearly
+anything you want for Abuse in it. With fRaBs, you can find SPAINT.EXE
+in
+the /art directory. One of these days I'll write up an entire tutorial
+on
+this pain-in-the-ass program, but for now I'm just going to stick
+with it's
+functionality in relation to foreground and background.
+

Anyways, to start out,
+try loading a file in /art/fore or /art/back
+and see what they look like. Each one of these files has a litany
+of tiles
+that you see in a normal game of Abuse, and perhaps a few that
+you don't
+recognize. Press 'i' to see a mosiac of all the tiles in the file,
+and to
+navigate between the different tiles, press 'n'. Each tile has
+a 'name' and
+a 'type' which vary depending on the file you're looking at. For
+example,
+if you're browsing one of the files from art/fore, then chances
+are your
+tile will have a numerical name from 0-1100 and it will be a 'Fore
+Tile'
+type. All foreground tiles are 30*15, and all background tiles
+are 60*30.
+

There are three big things
+you need to do to get your artwork in
+fRaBs. Firstly, you need to import the art into Satan Paint so
+it is
+corrected for the fRaBs palette. Second, each tile needs to be
+numbered
+correctly so that the Abuse engine picks it up right. Third, you
+need to
+write some LISP that calls up your artwork and puts it with the
+rest of
+Abuse's artwork.
+

Satan Paint can import
+most file formats easily... just don't use
+too many colors in your original bits of art and you'll be ok.
+There is a
+palette.bmp file in /art that should help you tune your art to
+the fRaBs
+color palette. Every time you import a file using the 'Import Detectable
+Images' command, it will follow the file you are looking at in
+Satan Paint.
+After you import each file individually, you save the composite
+of all the
+files you have imported into a .spe file. Use the File 'SaveAs'
+command
+just to be safe.
+

Once you do that, you
+need to give your tiles numbers. The
+following note is very important if you want to work with your
+art in
+fRaBs without causing conflicts.
+

NUMBER YOUR TILES ACCORDING TO THE TILE LISTING IN THE FOLLOWING
+SECTION.
+

There are a couple of ways to renumber your tiles. In the Image
+menu, you
+will find a 'Name' option. You can use it to renumber the current
+tile to
+whatever you like. There is also a 'renumber' option in the Commands
+menu
+which is probably quicker, but it's a bit confusing.
+

Not only do you have
+to renumber your tiles, but you also have to
+reformat your tiles as either 'Back Tile' or 'Fore Tile'... if
+you simply
+import art into Satan Paint, it will be of type 'Image' and the
+methods
+that Abuse uses to load foreground and background tiles will not
+work
+unless you format your tiles correctly. This is fairly easy...
+press '/'
+to bring up the Satan Paint command line and type 'with all type
+fore tile'
+and your tiles will all be formatted to be 'Fore Tiles'. I believe
+you can
+change the 'all' to the number/name of a image in your SPE file.
+After you
+renumber and reformat, make sure you save your file.
+

Now it's time to add
+your tiles to Abuse. The easy way to do this
+is to make a text file and copy the lines from addon/newart/newart.lsp
+into
+it. All newart.lsp has in it is a simple 'load_tiles' function,
+and it looks
+for specific files. Just change one of the filenames in quotes
+to the file
+where your tiles are located, and save the text file you have made
+into a
+subdirectory of /addon. Finally, open up abuse.lsp, copy a 'load("")'
+line
+and add the path to your new LISP file. You can load LISP files
+in any little
+text editor. I've found that Windows Wordpad is a good utility
+for working
+with LISP files.
+

Run Abuse, and look around
+in the foreground/background menus for
+your new art. If you number your tiles according to the guidelines
+below,
+then your artwork should be near the end of the foreground/background
+menu.
+

This is the listing of
+all the tiles in fRaBs, foreground and
+background. DO NOT NUMBER YOUR TILES IN BETWEEN THESE ONES or OVER
+THESE
+ONES or Abuse will start up with some funky error messages and
+the levels
+won't look right. Mark these words well, for it is a knell that
+summons thee
+to heaven or to hell...
+

As mentioned before,
+you need to number your tiles so that they do
+not conflict with the existing ones. If you want your artwork in
+the main
+version of fRaBs, check the latest updates
+log to make sure that I haven't
+added any more new art. Then, number your tiles correctly and you
+only need
+to send me the SPE file
+of the artwork. I will add a line to /addon/newart/
+newart.lsp and place your SPE file in that directory.
+

And that's all it takes
+to make your own artwork, test it out, and
+get it added to the main fRaBs distribution. It's a lot easier
+than it
+sounds... :)
+

------------------------------------------------------------------------
+[6.a] Scenery Objects
+------------------------------------------------------------------------
+**Coming Soon... sections 6 and 7 will take a while to write**
+

The Pong addon was created
+by Jonathan Clark, the original lead
+programmer for Abuse, as an example of what bizarre things can
+be done
+with his Abuse engine. At the moment the addon is rather simple,
+but
+with the aid of a couple ace LISP programmers, the Pong addon could
+load
+multiple levels in order... at the moment it can only load one.
+The good
+thing is that it comes with many other levels that you can load
+separately,
+created by me in my spare time. Another good thing about this addon
+is that
+it is extremely easy to create levels for it. To play the game
+itself,
+run pong.bat in /addon/pong. To run the Pong level editor, run
+pongedit.bat
+in the same dir. Finally, some of my sample levels are in /pong/levels.
+These can only be played in the editor.
+

This is so easy, I guarantee
+you'll be making playable levels in
+mere minutes! Open the Pong editor and press 'f' to look at the
+foreground
+tiles. These are the tiles that you hit with your ball. There are
+3 main
+types: A gray tile which cannot be destroyed by anything other
+than a block
+of dynamite adjacent to it; a set of colored tiles that are destroyed
+upon
+contact with the ball or a laser; and dynamite tiles which can
+destroy all
+the blocks in their blast radius. There is a small set of background
+tiles
+for the Pong addon as well.
+

Next you add a Start
+position and your paddle... both are found in
+the Objects menu. Then you can add a ball, a ball powerup, or anything
+else that you want your level to have at the outset. Ball powerups
+are gray
+while laser powerups are red. The colored blocks and the dynamite
+blocks
+can give you either of these powerups at random. When the blocks
+are hit
+the powerup items fall slowly towards the bottom of the screen.
+

When you lose all the
+balls on the screen, a new ball is respawned
+on your paddle. At the moment the addon gives you infinite lives,
+but this
+'feature' will be changed in the future.
+

BALL
+ Adds a Ball to the screen.
+You can have as many balls on screen as
+ you like, as long as
+your CPU can handle them all. Chances are, if
+ you have a Pentium or
+something, you'll be able to add more balls
+ than you would ever
+need. You gain a new ball on screen when
+ obtaining the gray pills.
+

EXPLOSION
+ When the Dynamite tiles
+blow up, they leave an EXPLOSION. You can
+ also add these to your
+levels from the outset, for graphic effect.
+

LIGHTHOLD
+ A LIGHTHOLD allows other
+objects to have lights attached to them.
+ Simply link the LIGHTHOLD
+to the light and to the object you wish to
+ hold the light. The
+order in which these links are created does not
+ make a difference. The
+light will now follow the other object wherever
+ it goes. Attach a LIGHT
+to a MARKER using a LIGHTHOLD tool, and then
+ attach the marker to
+an OBJ_MOVER and you have moving lights. :)
+

MARKER
+ An object which does
+nothing, but can hold links for objects
+ which need to be linked
+to other objects.
+

MISSILE
+ Your paddle can shoot
+these when you obtain the red pills. They can
+ also be added to the
+screen on the start of your level.
+

OBJ_MOVER
+ This object allows the
+level designer create paths for objects to
+ move on. It accepts
+two links. The first link marks the endpoint
+ for the path, and the
+second is the object which is to be moved.
+ By linking OBJ_MOVERs
+in a circle, the object can be kept moving
+ indefinitely. When the
+OBJ_MOVER moves the object to its
+ destination, the link
+is then transfered to the end object, which
+ in a chain of OBJ_MOVER
+will then move the target object to the
+ next link in the chain.
+A chain composed of multiple OBJ_MOVERS
+ can hold multiple target
+objects, one for each pair of OBJ_MOVERS.
+ You can modify the speed
+at which it will move in its AI.
+

PADDLE
+ Adding this object to
+your level will make the engine crash, so don't
+ do it! When in the Pong
+editor you automatically have a paddle placed
+ on screen.
+

PILL1
+ This is the gray pill
+that gives you another ball on-screen.
+

START
+ This is where your paddle
+will default to at the beginning of your
+ level. From this point
+your paddle can move left and right until it
+ runs into a brick or
+obstacle.
+

TILE_BLOW_UP
+ When you hit a normal
+tile, it plays this little disintegrating
+ animation. If, for some
+reason, you want one of these animations in
+ your levels from the
+get-go, then you can add one of these.
+

Remember to make your
+levels at the upper left-hand corner of the
+screen and wall off the left, right, and upper borders with gray
+tiles.
+Otherwise the ball will fly off the screen, which does not scroll
+in this
+addon. Additionally, do not put dynamite tiles near these 'border
+tiles'
+because the dynamite will destroy them when hit and your ball will
+have a
+little hole in which it can escape your level. :)
+

Lighting cues can be
+used to good effect in this addon. There is
+no SWITCH_DIMMER but you can use LIGHT_HOLDs and OBJECT_MOVERs
+to make
+moving light sources.
+

As you'll quickly find
+out, dynamite tiles can be linked together
+for chain explosions. These rock, but don't put too many in your
+level or
+or it will be much too easy. Look at the other levels in the Pong
+directory
+for level design ideas. Also, play classic breakout clones such
+as Arkanoid
+in your favorite emulators...
+these always provide inspiration for levels.
+

Making a Deathmatch Level
+in Abuse is not too much different from
+creating a typical single-player level, but there are a few differences
+that
+a level editor should take into account. For basic information
+on how Abuse
+Deathmatch works, visit the Deathmatch page.
+

Firstly, when you start
+an IPX Deathmatch game, it makes the current
+session of Abuse quit out, and it actually starts up Abuse again.
+Instead of
+loading abuse.lsp though, like the game normally does when you
+start it up,
+it loads /addon/deathmat/deathmat.lsp. This is important for a
+number of
+reasons. It means that many of the addon LISP files referenced
+in abuse.lsp
+are not loaded, and thus in Deathmatch mode you do not have access
+to many
+objects. This is OK for the most part... you typically don't need
+to have
+any of the exotic enemies that the fRaBs addons provide in your
+deathmatch
+levels. However, there are other objects that deathmat.lsp doesn't
+load. If
+you want to be really safe, you can run Abuse in edit mode and
+start up a
+mock deathmatch with just yourself by going back to the title screen
+and
+starting a 1-player deathmatch. Then, when you press TAB and go
+back into
+edit mode, you'll be left with all of the objects and foreground
+that is
+normally accessible in a fRaBs deathmatch game.
+
+ This isn't really necessary
+though. Just remember that if you're
+using things other than doors, weapon ammo, health, and gun turrets,
+then
+these objects might not appear when you play the level in deathmatch.
+Try
+comparing abuse.lsp to deathmat.lsp if you want to compare which
+files are
+loaded. One important thing to remember is that the Death Ray IS
+NOT LOADED
+when you play fRaBs deathmatches, for gameplay balance reasons.
+

------------------------------------------------------------------------
+[9.b] A Word on the Respawner
+------------------------------------------------------------------------
+

In basically any Deathmatch
+game you ever play, there is a constant
+supply of incoming weapons and health that, upon being picked up,
+respawns
+after an set period of time. The way you accomplish this effect
+in the Abuse
+engine is with the RESPAWNER. This object has a few quirks that
+you should
+take note of, that weren't noted in the original Abuse object list.
+

Some powerup items, such
+as the POWER_ITEMS and the HEALTH items, can
+just stay suspended in the air, while the ammo objects fall to
+the ground.
+Depending on which object you link the RESPAWNER to, you need to
+make sure to
+position the RESPAWNER differently. For the items that stay suspended
+in the
+air, you can put the respawner wherever you want. However, with
+falling objects
+such as ammo, you need to position the RESPAWNER on the ground
+just right, or
+else the ammo that respawns will be 'faded' - you can still pick
+it up, but the
+ammo object itself is difficult to see.
+

The RESPAWNER has a little
+yellow line beneath it. The yellow line
+underlines the word 'Respawn' and then it has a little tail that
+goes down
+approximately three pixels. The bottom of this tail should be lined
+up just
+above the floor's 'Bounding Box' (press Shift+L and click 'Bound'
+to see the
+floor's Bounding Box). If it isn't, then your ammo objects will
+fade when they
+respawn.
+

With any object that
+you link the RESPAWNER to, the original object
+should be out of sight and access from the player. If you pick
+up an object
+which a RESPAWNER is linked to, the RESPAWNER cannot respawn that
+object again.
+If you look at the Deathmatch levels that come with fRaBs, you'll
+notice that
+all the objects which the RESPAWNERs link to are somewhere off
+the screen,
+hidden behind a foreground tile (press 'r' on a tile to raise it
+and hide an
+object behind it). This is the convention you want to follow when
+making your
+own deathmatch levels.
+

A note about using the
+respawner to respawn gun turrets and ROB1s...
+it is not possible at the moment in Abuse to respawn a turret that
+has
+properties other than the default... i.e. if you make a Lightsaber
+turret and
+place it off screen, and have a RESPAWNER respawn that turret,
+the turret that
+respawns at the location of the RESPAWNER will not have the same
+attributes.
+If you notice the respawning ROB1s in /netlevel/bugs.spe you'll
+find that they
+all move towards the right. You cannot make a ROB1 that respawns
+and moves to
+the left. Yeah, it sucks, but that's the way it is until someone
+programs a
+better RESPAWNER.
+

Finally, remember that
+you have to link the RESPAWNER to the ammo or
+health objects, and NOT THE OTHER WAY around. :)
+

There is really no guideline
+to making a fun deathmatch level, but
+there are ways to make a really lame one. First of all, dead ends
+just suck.
+You want every little section of your deathmatch level to be fairly
+easy to
+access from any point on the map. This may involve using well-placed
+objects
+such as TELE2s or TP_DOORs, and multiple START points.
+

Secondly, you want fairly
+good ammo such as rockets or grenades
+available near any starting location. You don't want to make it
+so someone
+can just sit near a start point and rack up on lightsaber or firebomb
+ammo
+and just shoot whoever respawns at the start point, however. It's
+not a good
+idea to have too much powerful ammo anywhere in a level, because
+usually it
+disrupts the balance of play.
+

Teleportation items are
+good when used in moderation, but if you make
+a level where someone can just keep going through teleporters to
+evade attack,
+the game becomes cheap. TELE2s take a second before transporting
+you to your
+destination, but when you go through a TP_DOOR you arrive at your
+destination
+instantaneously. Looping teleporters can create gameplay problems
+in smaller
+levels.
+
+ Well placed sound and
+lighting cues can give your levels character.
+It may also be good to use INDICATORs to inform the player of the
+state of
+a certain recurring event in the level.
+

There are some engine
+limitations to take note of when making your
+deathmatch level. When two players are being affected by one object,
+such as
+a PUSHER, then strange things can happen. One player may be affected
+by
+the PUSHER while the other can walk freely against it. Make sure
+you do lots
+of playtesting to iron out problems like these.
+

Finally, to make a really
+fun deathmatch level, you should have at
+least one 'gimmick'. :) Take 'A Little Hot' (alitlhot.spe) for
+example. The
+best ammo is in a precarious spot where the player can be gunned
+down very
+easily if they don't watch it. Be creative, and add a unique touch
+that maybe
+hasn't been tried with any deathmatch levels you've seen, and make
+sure you
+test your gimmicks until you know they work the way you want them
+to.
+

As with many old DOS games, there is a file, setup.exe, which has
+a
+sound card configuration. Just let it auto-detect your sound card
+and
+you should be fine. If the autodetect crashes, then select a sound
+card manually, with the default settings that it gives you. If
+that
+doesn't work then dig up your soundcard manual.
+

Windows has a System Information utility that you can use to find
+your
+sound card's settings. It is located in the Start menu, under
+Accessories/System Tools.
+

Why doesn't fRaBs have working music?
+

I don't know how the HMI file format works, and I assumed the old
+songs were copy-righted so I removed them from the distribution.
+I
+like Abuse without music personally. Make sure that you don't configure
+music when you run setup.exe. Someday I may compose music for fRaBs...
+

I saw the Pong addon. Can you make other
+games with the Abuse engine?
+

Yup, you can go crazy with this too. To this
+date there have been
+checkers, chess, connect4, and more that
+have been done with the Abuse
+engine. I have a few other projects in store,
+if you check the updates
+section closely. Abuse has a built-in LISP
+interpreter, and almost every
+aspect of the game is customizable somehow.
+

Why isn't there Pong documentation here?
+

I figure that I may add documentation for the addons when they are
+nice
+and finished. They will probably be tacked on to the single
+player and
+deathmatch pages when it is necessary. There
+are also text files in each
+addon directory with some various notes.
+

Can I chat during a Deathmatch game?
+

Yes. Press 'c' and make sure your mouse pointer is inside the little
+chat
+window while you are talking. Move the mouse out of the chat window
+and
+press 'c' again to close the window.
+

How do I (insert engine function here)?
+

The level editing page has a full list of
+command-line options. Some
+work, but some don't. Experiment a little.
+If you have any problems,
+my email
+is ready.
+

What is Satan Paint, and how do I use
+it?
+

I have no goddamn idea. I hate Satan Paint. It is such a pain in
+the
+ass to work with. If I ever get good with that lousy piece of shit,
+I
+will write a detailed tutorial.
+

Satan Paint is used to make artwork for Abuse. You can view artwork
+and animations, which are stored in SPE format files. One SPE file
+can
+hold many pictures.
+

What is this Death Ray? Was it in the original version of
+Abuse?
+

Here's the history of this weapon... Crack Dot Com was going to
+include
+it in the full version of Abuse but they scrapped the idea due
+to lack
+of time. Fast forward from 1995 to 1997... I found the gun art
+and
+unused weapon items in the Abuse source files. I made some LISP
+that
+enabled the items and the gun itself, but the gun didn't
+act differently
+than the laser rifle. It was pretty nifty, but pretty useless too.
+

Fast forward from 1997 to 2000... a few months ago Profound was
+working
+on adding weapon AI to Abuse for his Twisted Minds addon and being
+the
+talented guy he is, he turned the unused weapon art and whatnot
+into a
+brand new, different weapon. Actually it's more akin to the BFG
+from
+Doom than it is to any Death Ray. But the name stuck, and now,
+5 years
+too late, Abuse has it's Death Ray. ;-)
+

How many fRaBs ports are there?
+

You could make fRaBs for any OS that Abuse was ported to. There
+is
+Ed Snible's Linux version with better support for X11 and the addition
+of preliminary TCP/IP support to the Abuse engine. Also, Jonathan
+Clark
+is currently making an updated version of Abuse for Windows with
+some
+cool new features such as TCP/IP and possibly a JAVA interpreter.
+It
+will also presumably add support for high-resolution lighting.
+

I haven't talked to Ed in a long time, so I'm not sure if he still
+has
+his Linux version available online.
+

As far as I know, there are three Linux Abuse ports, ports for BeOS,
+MacOS, DOS, QNX, SGI, Solaris, and even a Windows port.
+

What was Team Firestorm?
+

Ooh, a history question. Team Firestorm was founded by me and a
+guy from
+Australia. Eventually lots of people joined, and we made levels
+and other
+addons for Abuse for about a year and a half. The Aliens Abuse
+project
+was part of Team Firestorm as was an unfinished 20-level replacement
+for
+Abuse called 'Death Domain'. fRaBs is kind of a spiritual successor
+to
+Death Domain in a way. TF died around mid-1998 when we all got
+tired of
+Abuse and just stopped.
+

Can you use the Boss Ants in fRaBs?
+

Good question. The Boss Ants were the final boss in the original
+registered version of Abuse and I tried implementing them into
+the
+editor to no real success. The original boss teleported around
+and I
+couldn't reproduce that in the editor without making the game crash.
+I
+made a lame version that didn't teleport but it was pretty pointless,
+and I lost the code. However, there is a guy on the Abuse forum
+that
+says he has a working Boss Ant in his forthcoming 'Armageddon'
+addon.
+

Does fRaBs have any warranties/guarantees/whatnot?
+

Nope. It's free, and it's fun, and if it does something bad to your
+computer, it probably isn't my fault.
+

Congrats! You've found the semi-hidden page on the Mario objects.
+If
+you have never tried fRaBs before you may be wondering "What the
+Hell
+does Mario have to do with Abuse".
+

Thanks to Profound's 'Twisted Minds' addon for Abuse, fRaBs has
+a very
+nice set of objects taken from the classic NES game, Super Mario
+Bros.
+Authentic question-mark blocks, foreground art, goombas, koopas,
+pipes,
+and even Mario and Luigi themselves. You're still Nick Vrenna aka
+the
+Abuse Guy, and your job is to kill all this crazy shit. Yep. If
+that
+means killing Mario and Luigi themselves, then so be it. :)
+

The conversions are not perfectly accurate to the original Super
+Mario
+Bros. but Profound has come damn close. And if I may say so, the
+idea
+of making my own Mario levels for Abuse was quite cool. :) If you
+want
+to actually make your own levels for Super Mario Bros. on your
+computer,
+you might want to visit Zophar's
+Domain for some emulation-related
+files that can get you started.
+

Now let's take a look at the objects.
+

MARIO_BLOCKB
+ These are the brownish
+'brick' blocks that Super Mario could bust
+ open with his head.
+As for you, you have to shoot them. Their AI
+ can be changed so that
+when they are shot they leave a gift for
+ the player in the form
+of a Mushroom, Flower or Star.
+

MARIO_BLOCKH
+ This block is the metal
+question-block that has already been shot
+ before. It is merely
+scenery and does nothing.
+

MARIO_BLOCKQ
+ The question-block.
+It acts like the brick blocks only when shot
+ it leaves the metal
+BLOCKH behind, just like the regular question
+ blocks in Super Mario
+Bros... when you hit them with your head,
+ you couldn't hit them
+again.
+

MARIO_ENEMYMUSH
+ Remember the little
+brown goombas? :) Like all the Mario objects,
+ jumping on them is useless...
+just blast them with a weapon. On
+ the default settings,
+these guys are pathetically easy, so don't
+ waste any powerful weapons
+on them unless you're just feeling
+ really really heartless.
+

MARIO_ENEMYTRTL
+ It's a koopa with a
+green shell. You'll notice that both this and
+ the goomba act really
+similar. Neither have any reservations about
+ walking straight into
+pits, so make sure you structure your levels
+ so that they can put
+up a fight.
+

MARIO_LUIGI
+ Luigi apparently has
+problems with futuristic-looking guys in armor
+ with laser guns and
+whatnot, so he tries his best to fend you off
+ with his slowly-bouncing
+fireballs. Maybe it threatens his sense of
+ masculinity... who knows.
+

MARIO_MARIO
+ Mario's faster than
+Luigi and he shoots faster fireballs as well.
+ Neither are very difficult
+though, and both are quite happy walking
+ off of cliffs. I'll
+bet you were the same way by the time you made
+ it to Level 8-3 in Super
+Mario Bros. I know I was.
+

MARIO_PIPECROSS
+ This is a pipe object
+that crosses. You'll probably want to attach
+ other pipe objects to
+it because it looks pretty silly alone. NOTE
+ ABOUT THE PIPE OBJECTS
+- The player may fall through them when just
+ standing on top, so
+they may need to be reinforced with a few of the
+ HIDDEN_BLOCK objects.
+

MARIO_PIPEDOWN
+ This is a pipe that
+opens downward. Good for placing on the ceiling.
+

MARIO_PIPEHORI, MARIO_PIPEVERT
+ Neither end of these
+pipes open. If you attach the other PIPE objects
+ to one of these, you
+can get some pretty long looking pipes.
+

MARIO_POWERFLOW
+ The Fire Flower doesn't
+let you shoot fireballs... the flamethrower
+ does good enough in
+that regard. Instead, this acts similar to the
+ POWER_HEALTH object
+and rewards you with an immediate 20-health gain
+ and the ability to gain
+up to 200 health.
+

MARIO_POWERSTAR
+ This acts just like
+a POWER_FAST object. Sorry, no invincibility.
+

MARIO_POWERTOAD
+ The classic super mushroom
+gives you 20 health, just like the HEART
+ or the MEDKIT does.
+

MARIO_PROPBRID
+ The Mario artwork set
+has a whopping four foreground tiles. All the
+ other scenery is in
+the form of objects, such as this bridge. They
+ were in those flying
+fish levels in Super Mario Bros, and they don't
+ act any differently
+in Abuse. Stand on these or fall into pits...
+ your choice.
+

MARIO_PROPCLDS
+ Put a few of these in
+the sky if you're keen on staying true to the
+ original Mario levels.
+

MARIO_PROPHILL
+ Same with these little
+green hills.
+

MARIO_PROPHILL2
+ If you want to get funky,
+add a bigass hill instead of a little one.
+ These dwarf all the
+other Mario objects. :)
+

MARIO_PROPPLAT
+ These small girder platforms
+don't act like SMART_PLATFORMs, but you
+ can still do some interesting
+things with them if you use OBJ_MOVERs.
+

MARIO_PROPTREE, MARIO_PROPTREE2
+ Small trees and big
+trees. Both of these were everywhere in the
+ normal Mario levels.
+

MARIO_VENUS
+ The classic pirahna
+plant. It's a bit more deadly this time around,
+ so I recommend you shoot
+it on sight.
+

MARIO_YOSHI
+ At the end of every
+fourth stage in Super Mario Bros, you always had
+ to face a variation
+of Bowser. There are no Bowser objects in the
+ object set... instead,
+we have a huge Yoshi that licks you to death.
+ It's pretty cute :).
+Make sure you give it lots of life because if you
+ don't then he will die
+fast.
+

There are a few objects that can be confusingly named in fRaBs,
+such as
+ANTCRACK2 and ANT_CRACK_NEW, and other variations. These variations
+will
+be described under one listing, such as ANT_CRACK.
+The new ants such as
+the ANT_JUMP and the ANT will all be listed under ANT_ROOF,
+the original
+object in which these slightly different objects are derived from.
+

Another important note to remember with lots of these enemies is
+that you
+can modify their AI to have them shoot a variation of weapon types,
+which
+are often referred to as ai_types. A list of the various ai_types
+can be
+found with the description of the ANT_CRACK objects.
+

ALIEN_DRONE (variations)
+ This is an alien drone
+taken from the Aliens movies, for the Aliens
+ Abuse addon. It acts
+similar to the ant objects, although this one has
+ the ability to push
+the player around upon contact and it does not fire
+ a weapon, although in
+the future it may.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

The ALIEN_WARRIOR is
+a larger version of the alien drone.
+

AMBIENT_SOUND (variations)
+ AMBIENT_SOUNDs are played
+continuously with a user definable delay
+ and volume. They have
+a range of 500 pixels. Volume is highest at the
+ point of origin, and
+diminishes with distance. You can use the
+ number keys to change
+the sound type quickly. Use SHIFT-number key
+ to get more of the sound
+effects.
+

It can be linked to a
+sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

AMBIENT_SOUND2 uses different
+sound effects than AMBIENT_SOUND. These
+ sounds are located in
+addon/leon.
+

ANT_CRACK (variations)
+ An ANT_CRACK is an irregular
+object from which any number and type of
+ aliens can come bursting
+forth. The user can set the number and type
+ of aliens by accessing
+the extended AI options. The alien types
+ (ai_types) are as follows
+:
+

You can also press a
+number key while the cursor is on the ant to
+ quickly change the type
+of weapon it fires.
+

If it has no links it
+will NOT be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

(Leon's variations)
+

A couple of interesting
+takes on the ANT_CRACK idea are the 'anthole'
+ objects. The ANTHOLE
+and the ANTCRACK2 are objects that will create a
+ new ant for every ant
+you kill, allowing for a max ants variable that
+ tells the ANTHOLE that
+if there are less than N objects on screen, it
+ needs to spawn another
+ant. There is also a delay variable that will
+ make the ANTHOLE wait
+for a certain period of time before the next ant
+ is created. Like the
+ANT_CRACK, the ants these 'anthole' objects spawn
+ have a user-definable
+ai_type. The ANTCRACK2 looks like a regular
+ ANT_CRACK and has the
+ants jumping out of a crack, while the ANTHOLE
+ spawns falling ants,
+similar to an ANT_ROOF with the hiden variable
+ set to 1.
+

It is important to distinguish
+the ANTCRACK2 from the ANT_CRACK_NEW
+ object, which acts exactly
+like a normal ANT_CRACK except that the ants
+ it spews leave corpses
+behind when they die. Finally, there is one last
+ object, the ANT_CRACK_HIDDEN,
+which is an invisible version of the
+ normal ANT_CRACK. During
+edit mode, both of these are indistinguishable
+ from regular ANT_CRACKs,
+but in the case of the ANT_CRACK_HIDDEN, it
+ is invisible during
+actual gameplay.
+

ANT_ROOF (variations)
+ An ANT_ROOF is an alien
+whose normal state is a invulnerable coccon.
+ Usually placed on the
+roof, hence its name. It will activate when
+ the player comes within
+range when UNDERNEATH it. It will not activate
+ if the player is above
+it, even when in range. An ANT_ROOF can be of
+ any type of alien. To
+change its type, place the mouse cursor over the
+ alien of your choice,
+watching for a grey bounding box to be drawn.
+ Once you are over the
+alien press any of the number keys from 1-7 to
+ change the alien type,
+refer above to alien type and number. For the
+ newer alien types, go
+to the AI menu and change the ai_type field
+ manually. The hiden
+variable can be used to make the ant cocoon
+ invisible until activated;
+this function replaces the older object, the
+ HIDDEN_ANT, that was
+found in previous versions of Abuse.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

(Leon's variations)
+

There are many new variations
+on the ANT_ROOF concept, designed for ants
+ that have different
+patterns of behavior. There is an object called ANT
+ that acts the same as
+an ANT_ROOF, and even behaves the same, but it has
+ the probability of leaving
+a bloody corpse when it dies, rather than just
+ exploding like your
+run-of-the-mill ANT_ROOF. If you like the corpses that
+ ants leave behind, you
+may want to start using the ANT object rather than
+ the ANT_ROOF for your
+levels. Keep in mind, however, that these new
+ variations and other
+objects will only work when you play your level in
+ fRaBs (or a version
+of Abuse that has the new LISP integrated correctly).
+

Some of the new ants,
+such as the ANT_JUMPER, actually act differently. As
+ the name would suggest,
+these ones like to hop around. Some names aren't
+ as obvious, however.
+The ANT_TOUGH is an ant that does not 'fall back'
+ when it is shot, and
+it fires in quick, unpredictable bursts. In addition,
+ this one doesn't climb
+on walls and it has a tougher skin. An ANT_TOUGH
+ with 20 health will
+be much harder to kill than an ANT_ROOF with similar
+ attributes. Look in
+/addon/leon/ and run leon.bat to see some levels that
+ use grey ANT_TOUGH objects
+as end-of-level bosses.
+

The ANT_GREATER2 is a
+faster version of the ANT_ROOF that does not get
+ immobilized when shot
+and doesn't climb on walls, similar to the ANT_TOUGH.
+ However, it doesn't
+shoot as much as the ANT_TOUGH. They're a suprise pest
+ though, because the
+player will be wondering why the ants are moving so
+ quickly all of a sudden.
+:)
+

The ANT_PRED is an ant
+that is invisible to the player. Think of an
+ ANT_ROOF that got the
+POWER_SNEAKY item and you have an ANT_PRED. You can
+ get a similar effect
+from the ANT_ROOF by setting the fade variable to 15
+ in it's AI.
+

One interesting characteristic
+of these new ANT_ROOF variations is the
+ new variables in their
+AI, called 'class specific var1'(2)(3). The effects
+ of these variables are
+not fully known/documented. The first class specific
+ variable is interesting,
+though. By setting the ant's health to X and the
+ 'class specific var1'
+to 20, the ant's health actually becomes 20X. This is
+ useful, because previously
+the ants had a max health of something in the
+ 12,000 range, but by
+using a large 'class specific var1' there is no real
+ limit to how much life
+you can give an ant. This is one way to offset the
+ strength of the BFG
+in a level - simply give the ants a whole lot of health
+ by using the different
+variations and their class var.
+

ANT_SHIP
+ The ANT_SHIP is a flying
+behemoth, driven by a single tiny ant. It has a
+ customizable ai_type,
+but once it is shot it will cycle through a few
+ different ai_types until
+it dies. Watch out, because before it dies
+ the player is subject
+to be shot with firebomb. It can be a formidable
+ opponent.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

BIG_BOMB
+ A really big bomb which
+is triggered by a sensor or switch.
+ It has a user definable
+delay which can be set in its AI.
+ It can kill the player
+if they are in range of its blast, which is
+ not very large. They
+can be chained together by linking them
+ sequentially. If placed
+with no links, the bomb will explode on its
+ own.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

BLOCK
+ A BLOCK is just an object
+which can be hurt, but otherwise
+ only blocks the player.
+The player can walk on BLOCKs. BLOCKs have a
+ health of 30.
+

It ignores all links.
+

BOULDER
+ A BOULDER is a huge,
+spiked ball. If dropped from a height, it
+ will bounce on the floor
+doing damage to anything beneath it,
+ including aliens, HIDDEN
+tiles, players, and anything else
+ capable of being hurt.
+Its x and y velocity can be modified in
+ its AI. It can be killed.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

BOMB
+ This is a smaller version
+of the BIG_BOMB and does the same thing,
+ but has a weaker and
+smaller explosion. See BIG_BOMB above.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

CONC
+ This is a mine. When
+touched by the player, it explodes, causing
+ damage. Otherwise it
+will just sit there waiting for the player.
+ Typically placed on
+the floor.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+
+

CONC_AIR
+ This is a air mine.
+Essentially the same as the CONC mine, except
+ it looks different.
+Typically placed in the air.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

DEATH_RESPAWNER
+ The DEATH_RESPAWNER
+will spawn a new object at the location of another
+ object, when that object
+dies. For example, if linked to an alien, a
+ user chosen object will
+appear where that alien died. This can be
+ useful for creating
+types of puzzles where the player must kill a
+ certain alien. This
+object can only be used on the alien objects.
+

The linking order is
+as follows:
+

+First, link the DEATH_RESPAWNER to the object you want to
+
+be respawned.
+

+Next, link the DEATH_RESPAWNER to any number of aliens (ANTs).
+

DEATH_SENSOR
+ This object, like all
+other sensors, has two states : on and off.
+ Whenever the object
+this sensor is linked to dies, or is deleted
+ (which is the case with
+ammo and health), the sensor will switch to an
+ on state. It can have
+multiple links. If it does, the sensor will
+ switch to the on state
+only when all of the objects it has been linked
+ to are dead or deleted.
+

DEATH_SKULL
+ These rotating skulls
+fly around, occupied by an odd whirring sound.
+ An example of how they
+work can be found by loading the level t_skull.spe
+ in addon/claudio. They
+act similar to the ANT_SHIP and the DEATH_UMBRELLA
+ but there are a few
+important differences. Firstly, they only shoot the
+ Pulse Shot and when
+weakened, they resort to the Firebomb. Upon being shot
+ or damaged, they are
+enveloped in fire, but they are not dead yet. Keep
+ shooting at the flames
+before they get a chance to pound you with the
+ Firebomb.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

DEATH_UMBRELLA
+ (Ed. Note: Out of all
+the new addons and enemies, this one is probably
+ my favorite... it's
+just cool looking, and it hovers perfectly!)
+

This is a classic enemy
+- a 3d-ish UFO flies around and shoots you
+ with varying weaponry.
+In fRaBs, the new Level00 starts you in the midst
+ of a forest (Justin's
+favorite foreground/background art) and you're
+ being approached by
+the DEATH_UMBRELLA, with it's distinct metal rattling
+ (Justin's favorite enemy).
+It acts very similar to the ANT_SHIP in that
+ it has an ai_type option,
+but it shoots varying weapons. However, the
+ varying weapons it shoots
+are different than the ANT_SHIP... it cycles
+ through the weapons
+in a different order, although it ends on a hot note:
+ the firebomb. Therefore,
+caution is advised.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

DECO_ANTBODY (variations)
+ In the event that you
+wish to decorate your levels with ant corpses,
+ fRaBs has a wide variety
+of objects that will suit your needs. Use the
+ ai_type variable to
+change their color.
+

DFRIS_ICON10
+ This is the large ammo
+unit for the Death Frizbee. It gives the player
+ 10 additional units
+of ammo. Like all ammo, if it is connected to a
+ sensor or switch which
+is off, the ammo will be invisible, untouchable,
+ and unaffected by gravity,
+until the sensor or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

DFRIS_ICON4
+ This is the small ammo
+unit for the Death Frizbee. It gives the player
+ 4 additional units of
+ammo. Like all ammo, if it is connected to a
+ sensor or switch which
+is off, the ammo will be invisible, untouchable,
+ and unaffected by gravity,
+until the sensor or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

DRAY_ICON4
+ This is the small ammo
+unit for the Death Ray. It gives the player
+ 4 additional units of
+ammo. Like all ammo, if it is connected to a
+ sensor or switch which
+is off, the ammo will be invisible, untouchable,
+ and unaffected by gravity,
+until the sensor or switch turns on. Note
+ that putting this weapon
+in a level may severely change the gameplay
+ balance of the level.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

DRAY_ICON8
+ This is the large ammo
+unit for the Death Ray. It gives the player
+ 8 additional units of
+ammo. Like all ammo, if it is connected to a
+ sensor or switch which
+is off, the ammo will be invisible, untouchable,
+ and unaffected by gravity,
+until the sensor or switch turns on. Note
+ that putting this weapon
+in a level may severely change the gameplay
+ balance of the level.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

DROID
+ The DROID is a robot
+that looks somewhat like the player. When activated
+ it walks towards the
+player and fires a volley of shots. The weapon it
+ shoots is customizable
+in the AI, as well as the speed that it walks.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

END_GAME
+ When activated by a
+sensor or switch, this object will make the current
+ game quit to the original
+Abuse ending screen. fRaBs has no ending, so
+ this object is farely
+useless. If you want to use it in a level, though,
+ it looks best in conjunction
+with the palrotore palette.
+

If it has no links it
+will be active (generally not a good thing).
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

FACE_HUGGER (variations)
+ This is a little spider-like
+creature taken from the Aliens movies, for
+ the Aliens Abuse addon.
+It acts similar to the ant objects, although
+ this one has the ability
+to push the player around upon contact and it
+ does not fire a weapon.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

Some related objects
+are the FACE_HUGGER_EGG, which will hatch from an
+ egg when a player approaches,
+and the FACE_HUGGER_JAR_ALIVE, which will
+ release a face hugger
+when shot. Please note that the other face hugger
+ objects, the FACE_HUGGER_EGG_HATCHED,
+FACE_HUGGER_EGG_UNHATCHED, and the
+ FACE_HUGGER_JAR_DEAD
+are only decorative objects, and do not spawn actual
+ face huggers, although
+they look exactly the same as the objects that do
+ when placed in a level.
+

FBOMB_ICON1
+ This is the small ammo
+unit for the Fire Bomb. It gives the player 1
+ additional unit of ammo.
+Like all ammo, if it is connected to a
+ sensor or switch which
+is off, the ammo will be invisible, untouchable,
+ and unaffected by gravity,
+until the sensor or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

FBOMB_ICON5
+ This is the large ammo
+unit for the Fire Bomb. It gives the player 5
+ additional units of
+ammo. Like all ammo, if it is connected to a
+ sensor or switch which
+is off, the ammo will be invisible, untouchable,
+ and unaffected by gravity,
+until the sensor or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

FIRE_C
+ This is a wall of fire
+that damages the player when touched. It acts
+ similar to LAVA only
+with more range.
+

FLYER
+ This is a flying robot,
+which can fire any of the 7 weapon types.
+ To change the weapon
+type, use the same method used for the ANT_ROOF.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

FORCE_FIELD
+ This object is a wall
+of energy which blocks the character from
+ crossing. This wall
+can be up to one screen in height. Position the
+ object at the top of
+where you want the wall.
+

If it has no links it
+will be active (on or off depending).
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

GATE_AND
+ Logic gates modify their
+state depending upon the states of their
+ links. A GATE_AND will
+turn on only when all of its links are in
+ the on state. This logic
+gate can have multiple links.
+

GATE_DELAY
+ Logic gates modify their
+state depending upon the states of their
+ links. A GATE_DELAY
+reflects the state of its link, however, it has
+ a user definable delay
+before it switches states. This logic gate
+ can have only one link.
+

GATE_NOT
+ Logic gates modify their
+state depending upon the states of their
+ links. The state of
+a GATE_NOT will always be the opposite of the
+ state of its link. A
+GATE_NOT only supports one link.
+

GATE_OR
+ Logic gates modify their
+state depending upon the states of their
+ links. A GATE_OR will
+be in the on state whenever any one of its
+ links are on, and is
+off only when all of its links are off. This
+ logic gate supports
+multiple links.
+

GATE_PULSE
+ Logic gates modify their
+state depending upon the states of their
+ links. A GATE_PULSE
+will, when switched on by its link, pulsate
+ between on and off states,
+with a user definable delay between
+ off states. This gate
+only supports one link.
+

GATE_XOR
+ Logic gates modify their
+state depending upon the states of their
+ links. A GATE_XOR switches
+on if and only if an odd number of its
+ links are on. That is,
+if there are two links, and one is on while
+ the other is off, the
+GATE_XOR will be on. If they were both off or
+ both on, then the GATE_XOR
+would be off. This gate supports multiple
+ links.
+

GREEN_FLYER
+ This is a green flying
+robot, which can fire any of the 7 weapon
+ types. See ANT_ROOF
+for a description of how to change the weapon
+ type.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

GRENADE_ICON10
+ This is the large ammo
+unit for the Grenade. It gives the player 10
+ additional units of
+ammo. Like all ammo, if is connected to a sensor
+ or switch which is off,
+the ammo will be invisible, untouchable, and
+ unaffected by gravity,
+until the sensor or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

GRENADE_ICON2
+ This is the small ammo
+unit for the Grenade. It gives the player 5
+ additional units of
+ammo. Like all ammo, if is connected to a sensor
+ or switch which is off,
+the ammo will be invisible, untouchable, and
+ unaffected by gravity,
+until the sensor or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

HIDDEN_BACK_METAL, HIDDEN_BACK_METAL_BIG
+ These objects can work
+as decor to hide other foreground objects from
+ the player's sight.
+Other than that, they do nothing.
+

HIDDEN_WALL1
+ Hidden objects are used
+to hide secrets. They can be destroyed using
+ any of your weapons.
+Hidden walls can be made indestructible by
+ linking them up to sensors
+or switchs. When the switch or sensor
+ turns on, the hidden
+wall will self destruct, causing a lot
+ of damage to any aliens,
+and/or other hidden walls surrounding
+ it, but no damage to
+the player. This hidden wall looks like
+ a single wall tile.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

HIDDEN_WALL2
+ This hidden wall looks
+like a roof tile.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

HIDDEN_WALL3
+ This hidden wall looks
+like a gray block.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

HIDDEN_WALL4
+ This hidden wall looks
+like a floor tile.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

INDICATOR
+ This object switches
+its color between red and green when it turns off
+ and on. It's useful
+for showing the player info about sensor states
+ or switch states.
+

It can be linked to a
+sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

JUGGER (variations)
+ This is a walking or
+stationary robot which tosses grenades.
+ Its AI modifies whether
+is walks or is stationary, and the angle
+ at which it throws the
+grenades.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

The DROID_JUGGER looks
+like a DROID but acts like a JUGGER. Hmmm...
+ a robot with an identity
+crisis?
+

LADDER
+ LADDERs allow the player
+to climb up and down. The LADDER must be
+ linked to another object
+to work. The LADDER marks the upper left
+ corner of the box the
+player can climb up in, and the other object
+ marks the lower right
+corner. When a player enters this box, they
+ can climb the ladder
+by pressing up. Note that a player is
+ considered to be in
+this box if his feet are.
+

This object requies one
+and only 1 link to another object
+ (usually a marker) to
+function.
+

LAMP_BIG, LAMP_EX1
+ The LAMP_BIG is a decorative
+lamp, while the LAMP_EX1 is a lamp that
+ can be shot/destroyed.
+A sample level that uses both objects is
+ included in addon/claudio/t_lamp.spe,
+illustrating the lighting and
+ other possibilities
+that can be used for these objects.
+

LAVA
+ LAVA constantly does
+damage to the player, for as long as they are
+ touching.
+

LIGHTHOLD
+ A LIGHTHOLD allows other
+objects to have lights attached to them.
+ Simply link the LIGHTHOLD
+to the light and to the object you wish to
+ hold the light. The
+order in which these links are created does not
+ make a difference. The
+light will now follow the other object wherever
+ it goes. Remember to
+use the second method of linking for lights.
+

LIGHTIN
+ This object hurts the
+player when the lighting flashes. The speed is
+ user definable.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

LRESTART_POSITION
+ 'Leon's Restart Position'
+is similar to the normal one, except that
+ you cannot use them
+to refill your health unless you play on the
+ easiest difficulty level.
+It is a well-known trick that a normal
+ RESTART_POSITION does
+not save your health information, and upon
+ dying and returning
+to the save point, your health is restored. It
+ looks identical to the
+normal RESTART_POSITION.
+

LSABER_ICON50
+ This is the small ammo
+unit for the Laser Saber. It gives
+ the player 50 additional
+units of ammo. Like all ammo, if it is
+ connected to a sensor
+or switch which is off, the ammo will be
+ invisible, untouchable,
+and unaffected by gravity, until the sensor
+ or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

LSABER_ICON100
+ This is the large ammo
+unit for the Laser Saber. It gives
+ the player 100 additional
+units of ammo. Like all ammo, if it is
+ connected to a sensor
+or switch which is off, the ammo will be
+ invisible, untouchable,
+and unaffected by gravity, until the sensor
+ or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

MARKER
+ An object which does
+nothing, but can hold links for objects
+ which need to be linked
+to other objects such as the LADDER.
+

MBULLET_ICON20
+ This is the large ammo
+unit for the Laser Rifle. It gives
+ the player 20 additional
+units of ammo. Like all ammo, if it is
+ connected to a sensor
+or switch which is off, the ammo will be
+ invisible, untouchable,
+and unaffected by gravity, until the sensor
+ or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

MBULLET_ICON5
+ This is the small ammo
+unit for the Laser Rifle. It gives
+ the player 5 additional
+units of ammo. Like all ammo, if it is
+ connected to a sensor
+or switch which is off, the ammo will be
+ invisible, untouchable,
+and unaffected by gravity, until the sensor
+ or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

NEXT_LEVEL
+ When the player activates
+the NEXT_LEVEL object (by pressing the down
+ arrow while touching
+it), it will take the player to a level listed as
+ a number in its AI.
+To use the NEXT_LEVEL object it is necessary for
+ the level to be in the
+levels directory and use the naming convention
+ "levelXX.spe", where
+XX is any number from 0 to 99.
+

It is recommended that
+you double link the NEXT_LEVEL to its top,
+ NEXT_LEVEL_TOP. To double
+link something means to link one object to
+ another and that second
+object back to the first.
+

(Ed Note. I assume that
+Crack Dot Com was going to add in a special
+ animation for when the
+player exited, but they never got around to
+ making it... so this
+last note can be disregarded, as can the note
+ found below)
+

NEXT_LEVEL_TOP
+ The top part to the
+NEXT_LEVEL. Should be linked to a NEXT_LEVEL
+ object.
+

OBJ_HOLDER
+ This object is similar
+to the LIGHTHOLD, but instead of attaching
+ a light to an object,
+it glues together two objects. This object is
+ sensitive to the ordering
+of the links. The first link is the object
+ to be held. The second
+link is the object which is holding the first.
+ There is an optional
+third link which, if it exists, will act as a
+ trigger for the OBJ_HOLDER.
+The object will be held only if this link
+ is on.
+ Note that if the first
+or second link is broken (which will happen if
+ the object dies or is
+deleted), the links will reorder themselves.
+ The OBJ_HOLDER has modifiable
+AI for the displacement of the first
+ object with respect
+to the second object.
+ An OBJ_HOLDER with no
+links or one link will be deleted by the engine.
+

OBJ_MOVER
+ This object allows the
+level designer create paths for objects to
+ move on. It accepts
+two links. The first link marks the endpoint
+ for the path, and the
+second is the object which is to be moved.
+ By linking OBJ_MOVERs
+in a circle, the object can be kept moving
+ indefinitely. When the
+OBJ_MOVER moves the object to its
+ destination, the link
+is then transfered to the end object, which
+ in a chain of OBJ_MOVER
+will then move the target object to the
+ next link in the chain.
+A chain composed of multiple OBJ_MOVERS
+ can hold multiple target
+objects, one for each pair of OBJ_MOVERS.
+ You can modify the speed
+at which it will move in its AI.
+

PLASMA_ICON20
+ This is the small ammo
+unit for the Plasma Beam. It gives
+ the player 20 additional
+units of ammo. Like all ammo, if it is
+ connected to a sensor
+or switch which is off, the ammo will be
+ invisible, untouchable,
+and unaffected by gravity, until the sensor
+ or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

PLASMA_ICON50
+ This is the large ammo
+unit for the Plasma Beam. It gives
+ the player 50 additional
+units of ammo. Like all ammo, if it is
+ connected to a sensor
+or switch which is off, the ammo will be
+ invisible, untouchable,
+and unaffected by gravity, until the
+ sensor or switch turns
+on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

POINTER
+ An object which does
+nothing, but can be used to draw the players
+ attention to certain
+points in the level. It looks like a golden
+ arrow.
+

POWER_FAST
+ Power icons, when collected,
+augment the player's abilities. The
+ player can only have
+one power icon at a time. All power icons
+ are activated by pressing
+the right mouse button.
+ This power icon will
+allow the player to move twice as fast as
+ normal and jump higher.
+

POWER_FLY
+ Power icons, when collected,
+augment the player's abilities. The
+ player can only have
+one power icon at a time. All power icons
+ are activated by pressing
+the right mouse button.
+ This power icon will
+allow the player to fly.
+

POWER_HEALTH
+ Power icons, when collected,
+augment the player's abilities. The
+ player can only have
+one power icon at a time. All power icons
+ are activated by pressing
+the right mouse button.
+ This power icon will
+allow the player to have 200 health points.
+

POWER_NONE
+ Most power icons, when
+collected, augment the player's abilities.
+ This one is an exception.
+It is invisible during gameplay, but when
+ walked across, the screen
+flashes black momentarily. This can be a
+ useful tool if your
+level's gameplay can be augmented by having the
+ player lose a power
+item without gaining another one... i.e. after a
+ flying section, you
+use a POWER_NONE to make the player lose the
+ flying ability so movement
+through the corridors is easier.
+

POWER_SNEAKY
+ Power icons, when collected,
+augment the player's abilities. The
+ player can only have
+one power icon at a time. All power icons
+ are activated by pressing
+the right mouse button.
+ This power icon will
+allow the player to become paritally invisible.
+

PUSHER
+ This object will push
+the player in the direction of the arrows.
+ The level designer can
+change the strength at which it pushes the
+ player in its AI.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

RESPAWNER
+ This object, like the
+DEATH_RESPAWNER, spawns new objects. It has but
+ one link, the object
+it will respawn. There is a user definable delay
+ between respawns in
+its AI. An object is respawned only if it is
+ deleted once spawned.
+The object will be spawned at the location of
+ the RESPAWNER. One use
+of this object is to have infinite sources of
+ ammo and health in network
+games.
+

RESTART_POSITION
+ This object functions
+as a user activated save position in the game.
+ When the levels tend
+to be very large, it is necessary to put in
+ RESTART_POSITIONs, so
+that if the player dies, they do not have to
+ start from the very
+beginning again. In general, the more
+ RESTART_POSITIONs a
+level has the easier it is.
+

ROB1
+ A large robot which
+can chase you down halls. It has large spinning
+ blades which are situated
+in front of it, that do a decent amount of
+ damage. It has user
+definable speed and health settings in its AI.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

ROCKET_ICON2
+ This is the small ammo
+unit for the Rocket Launcher. It gives
+ the player 2 additional
+units of ammo. Like all ammo, if it is
+ connected to a sensor
+or switch which is off, the ammo will be
+ invisible, untouchable,
+and unaffected by gravity, until the sensor
+ or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

ROCKET_ICON5
+ This is the large ammo
+unit for the Rocket Launcher. It gives
+ the player 5 additional
+units of ammo. Like all ammo, if it is
+ connected to a sensor
+or switch which is off, the ammo will be
+ invisible, untouchable,
+and unaffected by gravity, until the sensor
+ or switch turns on.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

RUNG_B, RUNG_F
+ A decorative black and
+yellow set of bars that appears behind the
+ player. The RUNG_F looks
+the same, but it is drawn in front of the
+ player, so the player
+moves behind it.
+

SENSOR
+ The sensor is the basic
+triggering device. In addition to responding
+ to the player's position,
+a sensor can also be used to extend the
+ range of other objects,
+since sensors have the longest range. A sensor
+ has on and off area
+boxes. When the player enters the on area (green
+ box) the sensor will
+turn on and stay on until the player leaves the
+ off area (red box).
+

Note that a player is
+only in the box if his feet are.
+

The off area typically
+encloses the on area, but this does not have
+ to be the case. Each
+of the areas is user definable in the sensor's
+ AI.
+

Sensors do not processs
+their links.
+

SENSOR_GRAVITY
+ *Info on this object
+coming soon!*
+

SENSOR_HEALTH
+ This is a sensor that
+can be used to give or take away health when the
+ player's feet come in
+contact with the sensor. It's very useful for
+ making 'bottomless pits'
+or for refilling the player's health at the
+ beginning of a level/section.
+

SENSOR_LEVEL
+ Another handy new sensor,
+this can be used to transport the player to
+ a different level without
+the use of a big burly NEXT_LEVEL structure.
+

SENSOR_TELEPORT
+ This sensor will teleport
+the player to a different spot on the map.
+ Useful for making 'infinite
+loops'. There is also an option in the AI
+ for an 'Action Key'
+meaning that if you toggle this option, the player
+ will have to use the
+SENSOR_TELEPORT by pressing the down arrow, just
+ like with a TELE2 or
+a TP_DOOR.
+

SENSORBEAM
+ This is a decorative
+red beam that looks like a smaller version of the
+ FORCE_FIELD. When coupled
+with a sensor (ideally of length = 7), it can
+ be made to look like
+it's triggering an object.
+

SHOULDER_LAMP
+ This looks like a small
+little scope. When obtained, it acts like the
+ POWER icons. It attaches
+a light to the player. Perfect for those deep
+ dark trench-type levels
+or for those too lazy to add lots of lighting to
+ their levels. You do
+not have to use the right mouse button with
+ this powerup.
+

SMART_PLAT_BIG
+ The smart platforms
+are objects which require two links, typically
+ (but not always) a pair
+of sensors. If a link is on, it will travel to
+ that linked object's
+location. A third optional link will, if it
+ exists, direct the platform
+to be active or inactive, depending on the
+ link's state (on will
+activate, and off will deactivate). The speed of
+ the platform can be
+changed in its AI.
+ This platform is a big
+techno looking platform.
+

SMART_PLAT_SMALL
+ This platform is a small
+techno looking platform.
+

SPACE_DOOR
+ This door acts just
+like the SWITCH_DOOR, only it is made to fit in
+ with the foreground
+from the space palettes. Try out the sample
+ level t_space.spe in
+addon/claudio for examples of how this and other
+ new objects and art
+are used.
+

SPACE_DOOR_WIDE
+ This door acts just
+like the TP_DOOR, only it is made to fit in
+ with the foreground
+from the space palettes. Try out the sample
+ level t_space.spe in
+addon/claudio for examples of how this and other
+ new objects are used.
+When this door opens, you can see the foreground
+ tiles that lie behind
+it... this can be used for artistic effect.
+

SPACE_SWITCH
+ This switch acts just
+like the normal SWITCH, only it is made to
+ fit in with the foreground
+from the space palettes. Try out the
+ sample level t_space.spe
+in addon/claudio for examples of how this
+ and other new objects
+are used.
+

SPRAY_GUN
+ This is a gun object
+which, when active, will shoot out sprays of
+ fire. It is capable
+of shooting any of the weapon types. You can use
+ the ANT_ROOF method
+for altering the weapon type, or change it in the
+ AI. The arc range and
+firing speed are also user configurable.
+ You can use the number
+keys to change the weapon type quickly.
+

If it has no links it
+will NOT be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

SPRING
+ This object will allow
+the player to jump higher than normal.
+ The longer the player
+is in contact with the SPRING object
+ the further it will
+push them. The strength of the push is
+ user definable.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

START
+ This object sets the
+starting point for the player when the game
+ is begun anew. If the
+player is set behind objects when the game
+ starts, then is nessecary
+to raise this object and save the level
+ again with the raised
+START object.
+ To raise objects, position
+the mouse cursor over the object, and
+ press <>> (<SHIFT>-<.>).
+

It is possible to have
+multiple starting points in a level. The
+ game will start where
+the last one was placed.
+

STEP
+ A simple step that the
+player can walk on.
+

SWITCH
+ This is a user activated
+object. It has two states, on and off.
+ Other objects reference
+this object often, as it is a versatile tool.
+

SWITCH_BALL
+ This is a user activated
+object. It has two states, on and off.
+ It is similar to the
+regular switch, but is activated when it is
+ shot. It cannot be deactivated.
+

SWITCH_DELAY
+ This switch, once activated,
+will revert back to its default state
+ after a user definable
+time delay. Its default state is off.
+

SWITCH_DIMMER
+ This is the only object
+that can modify lights. It requires two
+ links, one to a switch
+or any object which can change states
+ (on or off), and the
+other to a light which it modifies. Since
+ light and object links
+are different, you can link them in any
+ order. The amount of
+decrease in light can be set in the AI.
+ If you flip a SWITCH_DIMMER
+around (press the <x> key with your
+ cursor over the SWITCH_DIMMER),
+the light will grow instead of
+ shrink. The SWITCH_DIMMER
+will only activate when the object it is
+ linked to is in the
+on state.
+

If it has no links it
+will NOT be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

SWITCH_DOOR
+ A SWITCH_DOOR requires
+one link. When this link is off, the
+ SWITCH_DOOR will be
+in a blocking state, but when on, the
+ SWITCH_DOOR will be
+in a non-blocking state.
+

It can be linked to a
+sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

SWITCH_MOVER
+ This object requires
+two links, the first to the object which is
+ to be moved and the
+second to any object which can change states (on
+ or off). When the second
+object's state is on, the switch mover will
+ move the first object
+to the SWITCH_MOVER's current position. The
+ engine will then delete
+the SWITCH_MOVER.
+

A SWITCH_MOVER with no
+links will be deleted by the engine.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

SWITCH_ONCE
+ This is a user activated
+object. It has two states, on and off.
+ Other objects reference
+this object often as it is a versatile
+ tool. It can only be
+switched ONCE.
+

SWITCH_TELEPORTER
+ *Info on this object
+coming soon!*
+

TELE2
+ This is an object which
+requires one link. When activated, it will
+ teleport the player
+to the postion of the object it is linked to.
+ TELE2s can be linked
+to each other, thus creating connections within
+ levels which have no
+direct connections.
+

TP_DOOR
+ A TP_DOOR requires one
+link. This link should be to another TP_DOOR.
+ When the TP_DOOR is
+activated, it will teleport the player to the
+ TP_DOOR it is linked
+to.
+

TP_DOOR_INVIS
+ These work much like
+the SENSOR_TELEPORTERs with their action key set
+ to '1'. Just think of
+it as an invisible teleporter. As with other
+ objects of this type,
+use foreground cues to give the impression of a
+ door. Or, don't give
+any cues and make some super fancy secret area.
+
+TRACK_GUN
+ This object, when active,
+will track and shoot the player. Rate of
+ fire and weapon type
+are modifiable via its AI. You can use the
+ number keys to change
+the weapon type quickly.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

TRAIN_MSG
+ When a player is near
+this object, a preset message will be printed.
+ These messages are defined
+externally.
+

TRAP_DOOR2
+ A door similar to the
+SWITCH_DOOR, but this is used on the floor.
+ (see SWITCH DOOR)
+

It can be linked to a
+sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

TRAP_DOOR3
+ A door similar to the
+SWITCH_DOOR, but this is used on the floor.
+ (see SWITCH DOOR)
+

It can be linked to a
+sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

T_REX
+ A fairly large dinosaur
+creature that is like a quick, scary, pre-
+ historic version of
+the ROB1.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

WALK_ROB
+ Not to be mistaken with
+the ROB1, this is a walking robot that acts
+ like the DROID objects.
+The Twisted Minds addon included with fRaBs
+ has a variation on this
+object that has a shield when it is not
+ moving. In the future
+I would like to make additional behaivoral
+ changes to this object.
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

WALK_ROB2
+ A variant on the first
+WALK_ROB, this fires quicker and walks faster.
+ You can't stand on it's
+head like you can with the other WALK_ROB.
+ However, when you kill
+it, a little WALK_ROBHEAD will appear and fly
+ around and shoot at
+you.
+

WALK_ROBHEAD
+ This is yet another
+flying robot. I typically make them stronger than
+ other small flying robots
+by giving them rockets and a quicker firing
+ rate. When you kill
+a WALK_ROB2, these will just shoot the little
+ Pulse Shot (ai_type
+9).
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

WATER
+ This decorative green
+water does no damage to the player.
+

WATER_DEEP1, WATER_DEEP2, WATER_SURF1, WATER_SURF2
+ The WATER_DEEP and WATER_SURF
+objects are gray, transparent running water
+ objects that can be
+lined up to make streams, lakes, and whatnot. The
+ DEEP2/SURF2 objects
+have a 3D-ish aspect that allows them to be lined up
+ with the wall foreground
+tiles, while the DEEP1/SURF1 objects are perfect
+ rectangles. The SURF
+objects have wavy tops, while the DEEP objects do not.
+ These objects will damage
+the player slightly upon contact.
+

WATER_FALL1
+ A waterfall object that
+is completely different from the WFALL
+ and the WFALL2. It is
+meant to be used with blue tiles, but even then it
+ still looks pretty ugly.
+The test level included in addon/claudio is not
+ set up correctly with
+the right foreground tiles. Basically, this is a
+ useless object overall.
+

WEAP_DFRIS (variations)
+ These act like the weapon
+ammo objects in fRaBs. However, in the
+ Twisted Minds addon
+you are required to find the weapons and then
+ find the ammo for them.
+See any of the ammo objects for details on
+ how these work. (Ed.
+note: As a rule, for normal levels I use the
+ regular ammo objects.)
+

There is a WEAP_OBJECT
+for each of the 8 weapons in fRaBs.
+

WFALL, WGRILL
+ The WFALL is a medium-sized
+green decorative waterfall. It looks best
+ when used in conjunction
+with the WGRILL.
+

WFALL2 (variations)
+ This is a slender, green
+waterfall. Both this and the SEWER_FALL_THIN
+ are identical, but are
+both included for the sake of compatibility with
+ older Abuse levels.
+

WHO
+ Another type of flying
+robot, with the same attributes as the FLYER.
+ (see FLYER) However,
+these do not have the ai_type variable, so they
+ end up only shooting
+the pulse shot (ai_type 9).
+

If it has no links it
+will be active.
+ It can be linked to
+a sensor or switch and will be
+ activated when the sensor
+or switch is in an on state.
+

Controls in Abuse are fairly simple. You aim a cursor
+around the screen that determines what direction you
+fire in with the mouse. Clicking the left mouse button
+fires. You move the player with the keyboard direction
+keys. 'Up' climbs up ladders and also functions as the
+jump button. 'Down' works with switches and moves you
+through doors and teleporters. You will eventually find
+powerup items that will allow you to fly or run faster.
+These are activated with the right mouse button.
+

There are a number of weapons to be found in the game.
+Either use the number keys to toggle between weapons or
+the CTRL and INS keys to cycle to the left and right.
+The player starts with 100 health, and there are hearts
+and medkits that will replenish your energy.
+

There are hidden areas throughout the single-player and
+multiplayer levels that are accessible by shooting
+walls, or sometimes by shooting an invisible trigger
+either on or off screen.
+

If it doesn't look like you, kill it quickly. :)
+

Throughout the game there are several save-positions that
+are activated by pressing 'down'. You can save over one of
+five slots. These files are named 'Save000X.spe' where X
+equals the numbers 1 through 5 (the number of the slot you
+saved over). These files can be renamed if you want to free
+your save slots, and still keep your older savegames. You
+can also load these files in the level editor.
+

Before playing the single-player game, make sure you run
+the setup file and configure your sound card's settings.
+

By running the single-player game in edit mode, you have
+access to the god mode cheat (Shift+Z). You can also use the
+'J' key to 'jump' your player to the position of your mouse
+cursor, and use any of the other editor functions to aid you.
+If you're not careful though, you can save over the original
+levels... so make sure you're either playing from a savefile,
+or a backup copy of the level.
+

Normal restart positions always restart the player with 100
+health. However, in fRaBs there is a new variant which
+remembers the player's health that may be used in some
+levels, so don't depend on this.
+

In edit mode, you can press SHIFT to save the game. This
+acts like your personal, invisible save point machine. :-)
+

ANT: Very plentiful little alien creatures that shoot you with
+ a variety of weapons. Here's a guide of
+their attributes,
+ which vary depending on their color. I
+may add some new
+ colors to fRaBs in the future, namely
+green. Thanks to
+ Leon's new addons, the Ants have a variety
+of different
+ behaivor routines, death sequences, and
+even new weapons
+ to kill you with.
+

Maroon - Very common ants that
+fire short-range yellow
+
+lasers that are similar to your original gun.
+

Blue - Also common.
+These guys fire orange lasers that
+
+are stronger and slower than those of the maroon
+
+ants. They also have extremely long range.
+

Brown - In groups and
+on ceilings, these guys can be a
+
+pain with their grenades.
+

Yellow - IMO these guys are
+slightly less dangerous than
+
+the grenade ants. Their rockets are easier to
+
+dodge in many instances, unless you're close.
+

Gold - BEWARE!
+Their firebombs can kill you in one hit,
+
+even if you have full life. One is dangerous, and
+
+a group is nearly unstoppable.
+

Red - Very
+rare. These guys fire the death frisbee, and
+
+they can't aim them too well. Not a big problem.
+

Purple - Lightsaber ants will
+roast you if you try to shake
+
+their hands, but if you keep your distance they are
+
+harmless.
+

Green - Green is my favorite
+color, so I had to make a new
+
+green ant for fRaBs. It doesn't shoot anything at
+
+the moment, and it might not ever. It's just a cute,
+
+agressive little bug that will jump on you for fun.
+
+This has been taken out for now because of errors.
+

DarkBlue - This one shoots plasma bullets
+like the flyers do,
+
+but for some reason he makes the game crash, so you
+
+probably won't be seeing him in levels anytime soon.
+
+Removed due to errors.
+

Gray - These guys
+come in a few varieties, and they tend to
+
+be very difficult. Their new weapon may be shared by
+
+flyers and whatnot as well. There are three different
+
+types of gray ant at the moment.
+

+They tend to be smarter than normal ants, and also
+
+have more vitality. The new ones that fire five lasers
+
+will kill you very quickly, but the other two aren't
+
+pushovers unless you have lots of weaponry at your
+
+disposal. Thank Leon for these little buggers.
+

ALIENS: Straight from the famous horror flicks (and originally
+ from the Aliens Doom
+TC). They are faster than Ants and
+ tend to pack more of
+a wallop, not afraid to come in
+ close and tear you apart.
+

Drone - They're small,
+dark green, and fearless. They're
+
+able to shoot acid, and are hard to see in the
+
+dark. In groups they will jump you quickly, so
+
+make sure you have your heavy weapons ready.
+

Warrior - Bigger and badder than
+the drone, but they act
+
+similarly. Flamethrowers or plasma does the trick.
+

FLYER: Another common enemy. They fly and most of the time
+ they shoot little plasma bullets.
+There are three
+ distinct varieties. Sometimes
+you can catch them
+ carrying ants or boulders.
+

Who - Brown
+and flat, they follow you and are easy targets.
+
+They can only shoot the plasma bullets.
+

Flyer - These guys look
+cool, with their miniature helicopter
+
+mechanical look. Watch it though, as they can fire
+
+any one weapon at any speed, and they're tough to hit
+
+because of their compact size. The new ant weapons
+
+apply to flyers as well, so be on the lookout.
+

Green - Bigger and a
+tad slower, but otherwise they're not any
+ Flyer different
+then their smaller counterparts. Most of the
+
+time in fRaBs they will be harder than their smaller
+
+bretheren, with faster firing rates and tougher weapons.
+

Walking - It's a tossup where this
+guy goes in the enemies list.
+ Rob Head It usually shoots
+rockets at a brisk rate, so take out
+
+the heavy weapons when you see one.
+

LARGE FLYERS: Behemoth ships that will make you hurt.
+

Death - They look like
+UFOs, and there's one right at the
+ Umbrella beginning of fRaBs.
+Shoot it more and it will hit
+
+you with heavier firepower. It will shoot firebombs
+
+if you provoke it enough.
+

Ant Ship - A huge ship piloted by a tiny
+ant. I'll probably
+
+make them tougher to kill than the Death Umbrellas,
+
+with more life and more firebombs. Otherwise they
+
+act the same.
+

Death - Notable for the
+interesting sound they make, they
+ Skull aren't
+large, but they have the same attributes.
+
+Unlike the other larger flyers, a Death Skull
+
+starts exploding before it dies, so make sure
+
+you shoot them until you know they're dead.
+

ROBS: Various enemies with different properties.
+ I grouped them together because
+they all act
+ in predictable fashions.
+

TURRETS: These are circular, wall-mounted guns that fire
+ in nearly any
+direction, with any of the weapon types
+ that ants and
+flyers can use. You'll find them in
+ various situations
+and positions. When they're not
+ firing, they serve
+as platforms. When they are firing,
+ you may be able
+to take advantage of their killing
+ power... generally,
+a turret does not discriminate
+ friend and foe.
+However, there are a separate
+ variety of turrets
+which track your position.
+

At the bottom of the screen, you'll see the weapons you
+have available. All you need to do is find some ammo, and
+viola! You will gain some fun new toys.
+

Laser - The classic laser,
+reminiscent of the blasters from
+ Rifle Star
+Wars. You get ammo for this to make it fire
+
+faster, but even if you don't, your gun will still
+
+shoot. Your gun will shoot at the same rate with 999
+
+ammo as with 15... just as long as you have some
+
+ammunition, you'll get the same faster firing rate.
+

Light - Another Star
+Wars throwback, this is a gun with a
+ Saber short
+beam that you can hold down and swing around.
+
+About as strong as napalm at close range.
+

Frisbee - Similar to rockets, you
+can aim these around with
+
+your mouse. Try firing a bunch of these in the air,
+
+and sending them towards a target...
+

Death - The 'New Weapon'.
+It's a tossup whether this clears
+ Ray
+rooms better than the Firebomb, but when you fire a
+
+blast, it will shoot out little lasers that attack
+
+whatever enemies are in the vicinity. This is taken
+
+from Profound's excellent Twisted Minds addon.
+

These items will give the player special abilities. The
+current ability icon will be located in the upper-right
+corner of the screen when you pick it up. All power up
+items are lost at the end of a level, or if the certain
+level has an area that takes your powerup away.
+

Speed - A chip with a
+thunderbolt on it. It will make you run
+
+faster and jump higher as long as you hold the right
+
+mouse button.
+ Flight - A chip with a wing
+on it. This item will allow you to
+
+fly as long as you hold the right mouse button.
+ Stealth - A chip with some ovals
+on it. Useless in the normal
+
+single-player game, it's enveloping invisibility is a
+
+handy tool in a heated deathmatch.
+ Health - This handy item will
+give you 100 health and allow you
+
+to obtain a maximum of 200 health. On varying modes of
+
+difficulty, this item will give less benefits.
+ Lamp - This is
+a tiny little scope object. It creates a light
+
+around the player. Sadly it isn't quite working right
+
+at the moment.
+

The very first single-player level in fRaBs is a
+transition level. It is arranged so that there are
+three 'rows' of teleporters that take you to each
+episode/single level. On the top level, where
+the player starts in the forest, there are two
+teleporters. Here is the order, from left to right.
+

---
+

1. Abuse Shareware Episode
+

These are the original five levels that came with
+ shareware Abuse. If you're a newbie to the game, these
+ are a good place to start. The first level is a
+ training level to get the player acquainted wit the
+ controls, and the other four are all quality levels.
+

2. Abuse Custom Level Project Pak / Cypress' Levels
+

This project was started by Cypress, and eventually me
+ and EitanTal contributed as well. However, with fRaBs
+ the levels have been rearranged and now I probably
+ should just call this 'Cypress' Levels'... the last
+ level here also uses his new custom artwork. :)
+

1. ACLPXX (Level06.spe) by Cypress
+ A fairly easy starting level... it gets tougher as it
+ goes on though. Be sure to look for all of the secrets
+ because you'll need them to get through. At one point
+ you will have to find a hidden wall and blast it with
+ grenades to keep going.
+

2. AB2DTH02 (Level07.spe) by Cypress
+ This is a maze-type level. Very non-linear... make sure
+ you try every teleporter. This was originally part of
+ another one of Cypress' projects, 'Abused to Death'.
+

3. AB2DTH04 (Level08.spe) by Cypress and /Messiah\
+ Many of the 'Abused to Death' levels were just outlines,
+ with fully drawn maps but no objects or enemies. Cypress
+ sketched the map and I added in the objects. There are
+ two distinct routes to the exit, just like the following
+ level, only here you choose your path from the outset.
+

4. Figure8 (Level09.spe) by /Messiah\
+ This level is a step up from the previous in difficulty
+ and like many of my single player levels, the fun comes
+ from just blasting all the stuff that comes at you.
+ There are two distinct paths that you can take to the
+ exit after the second savepoint, so if you have trouble
+ with one, try the other.
+

5. Untitled (Level10.spe) by /Messiah\
+ Short level, centered around a final showdown with a
+ powerful foe. Check out the artwork... :)
+

---
+

If you fall below the forest line, you'll go into a
+cave with some ants. Here, there is one teleporter.
+

---
+

3. Justin's Levels
+

This is going to be a vantage point for most of the rest
+ of the single player levels I make... I may make others
+ whose purpose is to start off other episodes, but my plan
+ is to concentrate my efforts here.
+

1. Trench II (Level11.spe) by /Messiah\
+ A tough level centered around long vertical fallaways. At
+ the bottom of these are firebomb turrets that will rip you
+ apart. Bottom line: Keep shooting, don't fall, and remember
+ that the firebomb ammo is there for a reason. :)
+

2. Entrenched (Level12.spe) by /Messiah\
+ This level acts as a sort of intermediary hub to my levels,
+ as well as to the Aliens Abuse episode. It dwarfs most of
+ my other levels, and has some very cool features, like
+ underwater lakes. Keep in mind that the first exit you
+ see may not be the best exit for you; this level has a
+ total of five exits. Keep in mind that on harder levels
+of
+ difficulty, the water may be impossible to move through,
+so
+ you may be forced to take one of the earlier exits.
+

3. Unfriendly Skies (Level13.spe) by /Messiah\
+ This is the first exit in Level12 that I warned you about.
+ It's a short level, and if you can get the hang of how it
+ works then it will be fairly easy. You start out with a
+fly
+ powerup, and the idea is to follow the 'path' of pillars
+and
+ hit all of the switches. The only problem is that you are
+ followed by firebomb turrets which will easily incinerate
+ you if you aren't careful, or get off the 'path'.
+

4. Pancake (Level14.spe) by /Messiah\
+ If you make it all the way through Level12 to it's intended
+ end, then you will skip the evil Level13 and go here. This
+ level has tons of flying objects, and it's horizontal, like
+ a pancake. You'll end up facing plenty of difficult foes,
+ from gray ants to ANT_SHIPs and UFOs.
+

5. (Level15.spe) by /Messiah\ and MJF
+ There are two ways to make it here. Firstly, there is a
+ secret exit in Level12 near the beginning of the level that
+ will take you here. I won't tell you how to find this exit,
+ but I will just say that it has to do with the first four
+ save points in Level12. The other option is to beat Level14,
+ of course. :)
+

My roommate and good friend got the ideas for this level.
+ His initials are MF. The layout of this level is his, and
+I
+ populated it with new artwork and some enemies and whatnot.
+

6. (Level16.spe) by /Messiah\ **Not Finished Yet**
+

---
+

There is a little section of Level12 that tapers off into
+a green cave. This is actually the beginning of an entirely
+new episode not accessible from the main hub - the Aliens
+Abuse episode.
+

---
+

A. Aliens Abuse
+

This episode is named for it's special enemies derived
+ from the Aliens Abuse addon by Michael Moss. Eventually
+ some of the levels in this episode will use those little
+ alien guys.
+

1. Leon1_2 (Level30.spe) by Leon
+ The old Level30 sucked and I accidentally included an
+ incomplete version. So, out went that level and in came
+ an excellent level by Leon. I added in a secret exit
+ somewhere, so if you can find it you're good. The secret
+ exit is not shown on the map JPEG so you'll have to be
+ sharp. :-)
+

---
+

Fall further and there's a flat area with caves going
+both left and right. On the left-hand side, there is one
+exit, and on the right there are shafts with room
+for 10 (!!) exits. However, at the moment there are only
+three exits total on this bottom floor. Starting from the
+left-hand side:
+

---
+

4. Eitan's Levels
+

Here you can find many of EitanTal's best levels. They
+ tend to be long, with lots of enemies and puzzles. This
+ episode is definately only for the hardened Abuse veteran.
+ You might want to go through the other levels first, in
+ order to pick up extra ammo in order to tackle this one.
+

1. Untitled (Level17.spe) by /Messiah\
+ This level is similar to some of Eitan's, so I put it in
+ the same little episode. There are two exits on this one,
+ and both are fairly hidden. One is only accessible via a
+ secret passage that takes you back through the first part
+ of the level, and the other is found by blasting your way
+ through the catacombs and cleaner robots and finding the
+ fly powerup. If you're too greedy then the previously
+ mentioned secret passage will be blocked off.
+

2. Eitan2 (Level18.spe) by EitanTal
+ A fairly easy level in comparison to the former, although
+ it still takes quite a bit of practice. Lots and lots of
+ respawning ROBs in this one.
+

3. Eitan3 (Level19.spe) by EitanTal
+ This level is a bit tougher, and you never seem to quite
+ have the exit in reach, and oftentimes you're tricked into
+ a sense of false security. Another level that requires you
+ to have quick thinking and reflexes.
+

4. Eitan6 (Level20.spe) by EitanTal
+ If you find the secret exit in Level17, you end up here.
+ Eitan doesn't make very many subterranean levels, but this
+ is a bit of an exception. Lots of different paths to the
+ exit in this level.
+

5. Eitan4 (Level21.spe) by EitanTal
+ This used to be Level08.spe in the second episode, but I
+felt
+ it was best placed here instead. This level began as a tiny
+ unfinished fragment of a level by me, and Eitan made it
+into a
+ huge floating fortress-type level. The only problem was
+that
+ there were a few sections that were obnoxiously difficult,
+so
+ I made a few slight 'modifications' in the gameplay so that
+I
+ didn't have such a hard time. That said, this level is still
+ very difficult, just like the rest of this episode.
+

5. Abuse!
+

The whole level spells 'Abuse!' and there's all sorts of
+ cool gimmicks. Another tough puzzler by EitanTal, its
+ big enough and it's Abuse 'theme' makes it deserve its own
+ episode.
+

1. Abuse! (Level70.spe) by EitanTal
+ There is one section with these 'switches' that you need
+ to turn on and off and find the right combination in order
+ to pass. Without the answers, it is a very annoying trial
+ and error procedure. The answers will be included in the
+ next version of fRaBs... as I'll need to go and ask Eitan
+ for them (or do the switches myself).
+

6. Justin's Old Stuff
+

These three levels are older single releases by me, all
+ packed into a short-running three-level episode. It's
+ a little tough, but shouldn't take long to finish for the
+ average Abuse player.
+

1. Jungle Underground (Level71.spe) by /Messiah\
+ Named for the Jungle in the beginning, and the underground
+ hideout that ends the level. Plasma and grenades are the
+ weapons of choice here. The trick to getting through the
+ area with the cleaning robot with the grenade turret on
+top
+ of it is to stay between it and the grenades it shoots.
+It
+ can provide useful cover against the hordes of blue ants
+that
+ spew forth from the walls.
+

2. Orange Ant (Level72.spe) by /Messiah\
+ There's two ways to the exit in this level, but only the
+one
+ to the right has a save point. The left exit is for the
+real
+ brave souls, but you'll be rewarded with lots of extra weapons
+ if you take this route. Also, there are plenty of orange-colored
+ ants to take care of, but you probably figured as much.
+

3. DDBoulder (Level73.spe) by /Messiah\
+ The first area is full of ammo for the laser rifle. Don't
+be
+ greedy here or you'll be sorry. The rest of the level is
+a
+ fairly straightforward romp. Don't be afraid to let the
+wall
+ turrets help you.
+

This file catalogues all of the changes between
+fRaBs and the registered
+version of Abuse, as well as various logs of
+updates, additions, gameplay
+testing, deathmatch testing, and other modifications.
+

12/10/00 - Version 2.1
+

- New to this version of fRaBs are some touching
+ up on the levels, one replaced single player
+ level, six new deathmatch levels, some new art,
+ and a couple really noticable new features:
+ randomized deathmatch level rotations and lots
+ of very pretty random title screens.
+- On December 3, fRaBs turned a year old. I'm so
+ happy that this project has gone as far as it has,
+ and there are some really awesome ideas in store.
+- Chances are the next version of fRaBs will have a
+ Windows Abuse port included. This port, maintained
+ by a fellow University of Idaho alumni named Jeremy
+ Scott, already has most of the solid features that
+ the DOS version has. What makes this version special
+ is that Jeremy plans on adding many new features to
+ the engine, including hardware acceleration and
+ DirectPlay support for native TCP/IP games!
+- I repeat: There will be dedicated Abuse servers on
+ the Internet in the near future! :)
+- You have two options for obtaining the latest fRaBs
+ now... I will still release entire new packages, but
+ now, there will also be patches available for older
+ versions of fRaBs, starting with a 2.0 to 2.1 patch.
+- Here's a hint on some more expected additions to the
+ Abuse engine... I plan on beginning work on CTF maps
+ in the near future. :)
+

- Moved Cistern and Occult to the small rotations.
+- Changed DM page and maps accordingly.
+- Fixed a deathmatch level bug. DM LISP now loads
+ 4frabsdm.lsp out of /addon/leon. This makes some
+ special tiles and objects appear in 00dm.
+

12/05/00
+

- Two new fRaBs mirrors... check the links page.
+- The fRaBs main mirror has officially moved!
+

- Added more start points to 00dm.
+- Fixed a couple long-standing problems in the large Bugs
+ DM level, with the fly powerup and a couple frisbee
+ powerups not respawning properly.
+

11/29/00
+

- New DM level, 00dm. You'll be familiar with this one. :)
+

11/28/00
+

- Replaced /lisp/teleport.lsp with Leon's new one. This
+ includes the new TP_DOOR_INVIS.
+- Fixed spacytdm and spacymed's background problems.
+- Added in new Level30, with map and info.
+

11/27/00
+

- Ergh. I included the unfinished Level30 with the release
+ fRaBs. I don't know what I'll do here. I may just cut out
+ that level... it wasn't very good anyways. In it's place
+ will be Leon's new single player level, Leon1_2, perhaps
+ augmented with a secret exit. :)
+- Making some gameplay changes to King of the Cross... I
+ will rearrange the ammo and add in a fly powerup to the
+ higher respawn points.
+- Added in new artwork and new deathmatch levels by Leon.
+ This stuff is really really nice. Check out Cistern,
+ Ruins, and Occult. Stones.spe is in /addon/newart.
+- Updated object list.
+- Reminder to self: update small and medium DM LISP, get
+ map JPEGs of these three and of Leon1_2, the new Level30.
+ Also update DM level documentation.
+

11/13/00
+

- Finished the new medium DM Level. It's called Laaz Rockit.
+ All my newer DM Levels have the added benefit of testing
+ behind them, thanks to my buddy Micah. He sketched this
+ level out on paper too, so more kudos to him.
+- Finished new small DM level, King of the Cross.
+- Added Profound's new title screen. Sweetness.
+- I'm thinking the next fRaBs will be mainly a deathmatch
+ release. Some of my older DM Levels just kinda suck, and
+ the more DM I play the better I get at making this type
+ of level. I think it would be cool to eventually have a
+ totally new Deathmatch server interface, and as many
+ packaged DM Levels as, say, Unreal or Q3A. Bots would be
+ cool too, but that's way far down the line, if ever.
+- Todo: Fix PUSHER alignment in Aquarius and Laaz Rockit.
+ Add map of KOTC. Add SFX to KOTC.
+

11/12/00
+

- Well, there was a slight problem with the title
+ screen code in relation to /addon/deathmat/dstartup.lsp
+ but it was a quick fix.
+- The deathmatch level sequences have been modified! Now
+ upon selecting a level size, you will get a random level
+ of that type. No more waiting for cool DM levels like
+ Aquarius and Teardrop anymore... you just might get your
+ level when you start the game.
+- In progress: New medium-sized Deathmatch Level.
+- Slightly old news, but Profound sent in another title
+ screen. It's the one with the sharp-looking 'A'.
+- Todo: Fix item hiding and spacy background in spacytdm.
+

11/11/00
+

- Leon fixed up the title screen code and artwork.
+ Very cool. There's a title.zip patch on his webspace
+ and if you want the nifty new title screens before
+ the next release of fRaBs, then grab it. The file is
+ called title.zip.
+

- Finally. The first release of fRaBs in almost three
+ months. There are a total of ten new levels in this
+ version - eight are single player, and the other two
+ are deathmatch. Plus there's a plethora of other
+ additions in the documentation. I matched the ten
+ new levels with ten new Pong levels as well... and
+ lots of updates in the Level Editing and FAQ section.
+- Actually I lied... there's a secret level too. See if
+ you can find it. The JPEG maps will not help you. :)
+- To Cypress: Sorry I didn't include the new fRaBs logo
+ in the HTML pages... the versions you gave me didn't
+ scale very well. I did spend some time tinkering with
+ the artwork in GIMP though... it's gonna look cool. :)
+- As a sidenote... Episode 3 is not complete until
+ there is a Level16 and there will probably be three
+ or four levels added on to the Aliens Abuse episode
+ in the future.
+- Finally, notes on adding art and objects... the docs
+ talk about the /addon/newart folder. There is also a
+ /addon/newobj folder for individual addon objects you
+ decide to create.
+

11/04/00
+

- I've been doing work on the object documentation in
+ the level editing section for the last few days.
+- Finished Level30. It's not my best level, but it's
+ a unique challenge as far as my levels go.
+- As soon as Level15 is complete, the next fRaBs will
+ be released!
+

10/31/00
+

- Level12 is fixed, but EitanTal is hopefully working
+ on something to fix Level14.
+- Awesome! Eitan fixed Level14 as well.
+

10/30/00
+

- Finally fixed the SHOULDER_LAMP bug! Modified /lisp/
+ people.lsp. Thanks a million to Leon for the fix.
+- Worked on the Level Editing documentation. I will
+ definitely need help writing the section on how to
+ create objects and enemies for Abuse. If you are a
+ Satan Paint expert, please contact me if you would
+ like to help in demystifying the process of creating
+ objects for Abuse.
+

10/29/00
+

- There was a huge tile converter bug that screwed up
+ two of my single player levels by cutting off the
+ first column of foreground tiles in the larger of
+ my levels, Level12 and Level14. I was lucky to have
+ a working copy of Level12, but my only copy of
+ Level14 was royally screwed. See, the bug shifted
+ all the foreground tiles over ONE value, and one
+ tile was lost. However, all of the objects remained
+ where they were, so the entire level is screwed.
+ Hopefully EitanTal can make a new converter to fix
+ this broken level. If not, it can't be in fRaBs.
+

10/28/00
+

- Fixed up a couple nagging gameplay problems in
+ treesmal. Lately I'm having trouble coming up with
+ decent ideas for the last few single player levels
+ that I'd like to finish, but whether these levels
+ are done or not, I'd like to release fRaBs sometime
+ in mid-November before I go on Thanksgiving break.
+- Fixed a bug in Limeston where the ladder would get
+ the player stuck in the ground if they went down
+ too far.
+- Leon offered to fix the SHOULDER_LAMP bug! Hooray!
+

10/27/00
+

- New small DM level... treesmal.spe is the fourth
+ level in the small rotation.
+

10/25/00
+

- Fixing up the documentation for version 2.0. There
+ is still lots of material to add to the editing
+ section, which is now split into two parts. I'm
+ probably going to split off parts of the object list
+ as well.
+

10/24/00
+

- Finished a new medium deathmatch level with the blue
+ background cave stuff. It's called 'Aquarius' and it
+ is the third level in the Deathmatch rotation.
+- Changed the medium.lsp deathmatch level rotation.
+ JDM3 is no longer in the medium rotation.
+- Tested Aquarius. It works rather nicely! It made
+ me remember to update addon/deathmat/deathmat.lsp
+ to include the addon/newart stuff.
+- Abuse is sweet. All I did was put the newart stuff
+ in /addon and put the Aquarius level on my friend's
+ computer... when we played, it updated his title
+ screen and tons of stuff to be in sync with my dev
+ fRaBs. Suprise suprise :)
+

10/23/00
+

- Renumbered Claudio's space tiles and used a special
+ converter by EitanTal to change the levels that
+ used those tiles. Sweetness! Now the foreground
+ numbering system is fixed at long last!
+

10/20/00
+

- The new Mario level is finished! It will be a neat
+ little secret for you to find. I'll edit the way to
+ find this level out of the Map JPEGs. It's not too
+ difficult to find though.
+- Implemented Cypress' background tiles for the blue
+ caves and whatnot, finally. They look really nice
+ in my upcoming fRaBs Level30.
+- Started on Level15 too. Not a very productive way
+ to end a week of midterms... making fRaBs levels
+ all day, but what the hell.
+

10/19/00
+

- Been working on the last few levels that exit the
+ Level12 hub, and a Mario level.
+- Finished Level14 too! Yay!
+- Fixed the regular fRaBs SENSOR_LEVEL object so that
+ it loads levels from the regular /levels directory.
+

10/17/00
+

- Huge changes to background numbering... the menu
+ for background tiles is changed, because the space
+ tiles that were numbered at around 9000 are now
+ numbered at 500. Not many levels used these
+ background tiles, so I changed the numbering. If
+ your level did use these space background tiles,
+ then you're going to have to go back and fix your
+ level for the new fRaBs. I think I'm the only one
+ with this problem though. :) So, not only is the
+ background window easier to navigate, but all three
+ sets of space background tiles will be grouped
+ nicely together in the background window.
+- Tried to add Cypress' new background tiles but they
+ weren't formatted correctly in Satan Paint. D'oh!
+- Added Cypress' 3D-Green fRaBs title screen as well.
+ Rock on! It's very nice looking.
+

10/15/00
+

- Huge changes in the foreground and background tile
+ naming system. I found some background tiles that
+ were included with Claudio's addon that I had no
+ earthly idea about. They are renumbered for ease of
+ finding and using. Check addon/newart/tiledoc.txt
+ for some notes on these.
+- Commented out the last two tiles that were numbered
+ from 10,000 in /addon/claudio/claudio.lsp. This
+ should help make the foreground tiles easier to
+ navigate around.
+- News on a release... Leon is working on re-naming his
+ object variations so don't get too comfortable with
+ things like the ANT_CRACK_HIDDEN and the ANT_TOUGH.
+ The ANT_VARIATIONS code currently used in levels will
+ probably stay, although the objects these levels use
+ will be tagged as 'Unlistable' for the purposes of
+ keeping the object window in the Level Editor somewhat
+ clean.
+

10/06/00
+

- Major changes under the hood again... I added in the
+ sensors from the Twisted Minds addon as well as it's
+ implementation of the WALK_ROB object. The new LISP
+ is in /twist/f2xxx.lsp. In addition, this new object,
+ the WALK_ROB2 was modified so that it has no shield
+ when it's standing still.
+- Remind me to modify the SETQ_BAD_GUY lists.
+

10/04/00
+

- Added more new decorative foreground tiles... thanks
+ again, Cypress. It's all in /newart.
+- All I need to do is finish up a few more levels for
+ the third episode (levels 14-16) and fRaBs will be
+ ready for a release. Until then, feel free to send
+ in your art and levels. I may even start another new
+ episode.
+- I was bored today, so I got an idea... why not add
+ the Twisted Minds Mario object set to the fRaBs set
+ of default objects? So I did... I'll need to add
+ Profound's special set of sensors sometime in the
+ future as well.
+

10/01/00
+

- Updated the Single Player Maps page... it's in touch
+ with the latest dev version of fRaBs now.
+

9/29/00
+

- Fixed some of Cypress' tiles so that they look better,
+ particularly the diagonal ceiling tiles.
+- Modified /addon/claudio/claudio.lsp to fix a bug with
+ the ANT_SHIP object. When it fires frisbees, the game's
+ video output gets all screwy. So for now, the ANT_SHIP
+ doesn't shoot frisbees.
+- Created a short new level based on the new tileset. It
+ will be the ending level of the ACLPP episode, Level10.
+- I also decided to use a couple of Cypress' levels as
+ Level07 and Level08. These are both works in progress,
+ but they will be finished soon. The previous Level07
+ is now the new Level09. This makes the ACLPP episode
+ complete!
+- The maps page needs to be updated again.
+

9/28/00
+

- Added some new artwork to the current fRaBs dev version,
+ and released a patch to level editors. As of today, the
+ link is on the Abuse forum. Kudos to Cypress! The artwork
+ will be in /addon/newart... it's an icyblue foreground set.
+- Added a global listing of foreground tiles for Abuse into
+ /addon/newart. The foreground and background tiles work
+on
+ a numbering system... from 0 to around 10,000... if you
+ make any foreground or background art in fRaBs, send it
+to
+ me so I can end it to an empty 'spot' on this chart.
+- Cypress sent me some of his unfinished levels too. Some of
+ these will be in the next fRaBs, but a few are either very
+ unfinished or merely 'skeletons' of levels.
+- Finally, Jonathan is relocating so the server may be up/down
+ or left/right or sideways or something.
+

9/18/00
+

- Updated two map JPEGs, including the one for Level12.
+

9/17/00
+

- Happy Birthday to me! I just turned 18! Now send me some money
+ and go play some fRaBs. (and slutty whores... on channel
+4)
+- Fixed a glaring bug in Madrace. Lately I've been doing some
+ deathmatch testing... expect a few slight gameplay changes
+in
+ the deathmatch levels in fRaBs 2.0.
+

9/12/2000
+

- Back to work. My new computer is set up for progress on fRaBs.
+- Updated the FAQ page again, and made the font fixed-width.
+- Hello to all of you from the University of Idaho!
+

8/11/00
+

- Updated the FAQ with some info on ports, the Death Ray, and the
+ Boss Ant objects. Keep the questions coming!
+- The links page had a bit of redundant stuff in it. Fixed.
+

8/08/00
+

- I've been busy at college... so sorry about the lack of news.
+ I'll be back in swing by September at the latest.
+- The credits page was changed by Jonathan a while back. It's a
+ bit more exact now.
+

7/17/00
+

- Modified the documentation strucure, and removed the /maps
+ folder. All the new maps can be found in /docs/images now.
+ This will make things easier in terms of keeping the up-
+ coming website updated.
+

7/12/00
+

- Added the unfinished Level12 and a new Level13 into the level
+ rotation of Episode 3, and updated the documentation of
+how I
+ plan on structuring the order of Levels 12-16 along with
+a
+ possible Aliens Abuse episode.
+

7/10/00 - Version 1.9
+

- Changed the arrangement of the documentation. If this isn't
+ the best Abuse documentation there is then I suggest you
+make
+ something better. :) I'm proud of it.
+

7/09/00
+

- Finally finished up the HTML documentation for fRaBs.
+

7/07/00
+

- I've been working on Pong levels, the new
+documentation, and a
+ special directory called /maps, filled
+with JPEGs of every level
+ in fRaBs, and then some. So far there
+is 10 new Pong levels
+ made by me.
+- Still no resolution to the legs error.
+Until that is fixed, my
+ new level will remain unreleased.
+

7/03/00
+

- Thanks to Zoneman for finding a nasty error
+in fRaBs where upon
+ getting the POWER_UPs the player's
+legs didn't change. I have
+ this problem partially fixed at the
+moment... only now upon
+ obtaining the SHOULDER_LAMP, the player
+has no legs!
+- I did this by moving lots of code directly
+into the
+ lisp/people.lsp file, and there is
+a backup called peoplold.lsp
+ in the same directory. Also, addon/aliens/powerups.lsp
+has been
+ changed, with the old file renamed
+to powerold.lsp... hope I
+ can fix this soon!
+

7/02/00
+

- Pong level making is easy! I made 5 nice
+levels in about half
+ an hour. Very neat stuff. I'll write
+a short briefing on it.
+- At the moment I'm collaborating with Profound
+to make a couple
+ new objects for Pong that will allow
+for a string of levels...
+ right now it only plays one at a time,
+but this can be changed.
+

7/01/00
+

- Added abuse.txt in /docs, by Duong Dai Nguyen.
+There is a very
+ detailed tutorial on level design,
+as well as other things. I
+ may go through and add/modify some
+of the listings to account for
+ new ai_types and whatnot. I shouldn't
+have lost this file so long
+ ago... it's a useful tool, and I still
+learn things from it.
+ Swiped from the shareware version
+1.05.
+

6/30/00
+

- Check out addon/pong/ for a fun little pong
+game. Swiped from the
+ shareware version 1.05.
+

6/29/00
+

- Tried to fix the 'Aliens' issue, by changing
+their little green
+ acid shot to aitype 50, but I don't
+think I modified the LISP
+ correctly. Now they don't shoot anything
+at all! Maybe it's best
+ that way...
+- Started doing some major tweaking to the
+Alien code... I want to
+ try and make them a bit more 'fair'.
+Changed default hit points,
+ and speed settings today...
+

6/28/00
+

- Ooh, with the addition of the new addon
+by Leon, the Aliens from
+ the Aliens Abuse addon now seem to
+want to shoot those zip-zappy
+ lasers. This is a bit of a problem...
+

6/26/00
+

- Updated Leon's addon material and edited
+/addon/leon/4frabs.lsp to
+ include his new foreground tiles.
+

6/25/00
+

- Added in Leon's new ant addons from his
+great new levels. All of it
+ is in addon/leon, including the original
+levels, which can be run
+ via leon.bat and l-edit.bat.
+- Moved the bad_guy_list and the object_destroyable_list
+to the bottom
+ of abuse.lsp. Kept the older, existing
+ones just in case the seperate
+ addon is run instead of the entire
+fRaBs objects.
+- Updated single player readme on new Ant
+AI.
+- Tons of new objects in this update. I don't
+know how I will ever make
+ a document to describe each and every
+one of these... eventually I
+ need to though.
+

6/21/00
+

- Began work on Kokushi Salamander. It will
+be a shoot-em-up spaceship
+ game, similar to Gradius, using the
+Abuse engine. :) Profound is
+ doing the main bit of code, and I'm
+creating/ripping the artwork. I
+ have been on a shooter stint, with
+the Konami classics, and I thought
+ one day that I could do a project
+like this for Abuse. Stay tuned...
+

6/20/00
+

- I did some deathmatch testing on Kahn with
+EitanTal. I had a 56k modem,
+ and he had ISDN, and the results were
+slow, probably because of me...
+ we averaged about .5 fps. I'd imagine
+2 ISDN lines on Kahn would
+ get much better performance... the
+game's native rate is 15 fps. I am
+ in Alaska, and he was in Israel...
+my TCP/IP test with Ed wasn't as
+ good in terms of performance, and
+he had DSL.
+- Missed a few of the art/tints directories
+in changing the file names
+ to lower case. Fixed.
+- You may have noticed that there were constant
+updates from the 13th of
+ June to the 17th. This is a record
+number of updates for fRaBs, and it
+ can be attributed to the fact that
+I don't have a job. :)
+

6/17/00 - Version 1.75
+

- The Deathray and the Twisted Minds addon
+are now incorporated into
+ fRaBs! This makes for a whole new
+seperate addon, as well as better-
+ flowing single player play in the
+regular game.
+- Added a couple of Leon's objects, save
+for a couple things related
+ to the ways in which ants die. These
+are the ANTHOLE and the SENSORBEAM.
+ The first one makes a new ant for
+each one that comes out of the crack
+ and dies, up to a maximum. The second
+is a nice bit of decor. Read
+ leon1.lsp in addon/leon for more info
+and check out my sample level,
+ sample.spe, in the same directory.
+

6/16/00
+

- Doh! There was a broken level exit in Level07.spe
+because I moved
+ Level08 to Level21. Fixed.
+

6/15/00 - Version 1.71
+

- Renamed every file except for the fRaBs171
+dir itself to lowercase so
+ that there's better Linux compatibility.
+If there are any problems that
+ come up with this then email me.
+

6/14/00
+

- I decided to release fRaBs and add the BFG
+and my new cave level in
+ a later version. There might not be
+much time between this release
+ and the next, but it's been long enough
+as it is. :)
+- Remember that although this version has
+quite a few new levels,
+ most of the big changes are internal,
+with the new power up objects
+ which I hope you level editors out
+there can take advantage of.
+- Updated the single player documentation
+with help for the new levels
+ as I'm sure you will need it. ;)
+

6/13/00
+

- Getting very close to a release. Implemented
+Eitan's easiest levels
+ and all that is left now is the BFG
+and possibly my new Abuse level
+ once I get it finished.
+

6/8/00
+

- Added in EitanTal's new levels, but they
+may need editing. This, and
+ the delays with adding in the new
+BFG code will delay fRaBs even
+ longer. I figure this is best though,
+unless you like downloading
+ new versions of software every two
+seconds that it is released.
+- Modified /lisp/people.lsp to fix an issue
+where any level-ending
+ teleporter for Level22.spe ends the
+game. Now the end-game
+ sequence will only be triggered when
+you complete Level99.spe and
+ god knows if fRaBs will ever have
+one of these.
+

6/4/00
+

- Cleaned up some LISP references for possible
+Linux problems.
+

6/1/00
+

- Preparations for releasing fRaBs 1.7...
+there's gonna be plenty
+ of new stuff in this version, in terms
+of levels and additions to
+ the artwork and objects. Just a little
+more testing with the new
+ objects in a simulated deathmatch
+and it will be ready to go.
+- Now that the important Aliens objects are
+included, does anyone
+ want to try and make an 'Aliens Abuse'
+episode of fRaBs? :)
+- Input on how fast the new Aliens move would
+be nice... this can
+ be easily modified if the general
+consensus is that they should
+ move a little slower/faster.
+- Did some slight updating to the documentation,
+with info about
+ the new Aliens.
+- Added Ed Snible's fRaBs icons, and some
+related files, to /icons.
+

5/24/00
+

- Finally! Added Aliens Abuse foreground,
+background, and relevant
+ objects. And it all works perfectly!
+YAY! Now the SHOULDER_LAMP,
+ the FACE_HUGGER, and all the ALIEN_DUDES
+work! :)
+

5/21/00
+

- Ed and I had our first TCP/IP test of fRaBs
+for GNU/Linux. It
+ was slow and there were a couple LISP
+bugs, but we think they
+ were due to our different Abuse setups,
+and the fact that I live
+ in Alaska and he lives in New York.
+Overall though, things are
+ looking promising for TCP/IP play,
+just as long as you're not
+ playing someone halfway across the
+planet. :)
+- Also, I've been contacted by someone who
+wants to do an Abuse
+ port for PSX. Stay tuned.
+- I've been planning to make some GNU/Linux
+packages for different
+ distros, so look for these in the
+future. So far Redhat and
+ Debian packages are on the horizon,
+but if there's the demand,
+ then I'll make some others.
+

5/03/00
+

- fRaBs is working in Debian! Good news...
+but the palette is
+ screwy. To be fixed.
+- Added Level17.spe finally.
+

4/24/00
+

- To do... Finish testing fRaBs-linux and
+integrate new SPLs.
+

4/13/00
+

- A cool guy by the name of Ed Snible has
+been fixing up a
+ GNU/Linux version of Abuse with TCP/IP
+support. We're in the
+ testing phase... stay tuned. This
+is gonna rock!
+

fRaBs + Linux + TCP/IP + Good Documentation
+= Bliss :)
+

- Changed Level00 so that bottom two teleporters
+to the left
+ loop back into Level00 until I get
+those episodes completed.
+- Added SFX to Limestone DM level. It sounds
+cool now.
+- Network testing went really well, although
+my little brother
+ beat me on the levels that I made.
+Go figure. I noticed some
+ lag in Bugs.spe on the network though...
+too many objects?
+ If someone can get 3-4 people or more
+playing 'Bugs' on a LAN
+ and do some further testing, I'd appreciate
+it. :)
+- Added an episode with some of my older
+levels... it's a three
+ level deal that is situated off near
+the 'Abuse!' teleport in
+ Level00. This is old news really,
+but the new episode isn't in
+ any released versions of fRaBs.
+

3/24/00 - Version 1.51 (beta)
+

- Completed Limeston.spe (the new large DM
+level) and I think
+ I'm done with making deathmatch levels.
+Now to get back to
+ single-player.
+- Modified /addon/deathmat/large.lsp
+- Damn, another thing I forgot to add here...
+I finished a nice
+ new single-player level a while ago...
+about a month ago, to
+ be precise. :) Whoops.
+- I'm gonna be able to do my own deathmatch
+testing this coming
+ week. Woohoo! My own networked computers
+to play with!
+

3/20/00
+

- I'm back for the attack!
+- Don't know why this tidbit wasn't in the
+readme earlier,
+ but I've been working on the Underground
+Zone, another
+ large DM level. It, along with other
+fRaBs stuff, will
+ probably not be released until there's
+other significant
+ changes to the game... i.e. more single
+player episodes,
+ engine modifications. There's no point
+to releasing fRaBs
+ every two days just to put in another
+DM level and update
+ the one or two .lsp files that need
+updating.
+

2/21/00 - Version 1.5
+

- Released 1.5 with all new single-player
+mode, and
+ 4 new deathmatch levels. Single-player
+info has been
+ relegated to separate readme files,
+deathmat.txt and
+ oneplayr.txt, both of which are works
+in progress. My
+ aim is to have more material for Abuse
+newbies and a
+ full-fledged Abuse multiplayer step-by-step
+guide.
+

2/20/00
+

- I was inspired today... made a new medium
+DM level in about
+ 3 hours that is circle-shaped... it
+uses running water from
+ the claudio addon. :) It's the second
+level in the medium
+ rotation now... /netlevel/Teardrop.spe
+

2/18/00
+

- More SPL fixes (Level08.spe)
+- Still working on a new SPL and a new DM
+level... school's
+ been bogging me down a bit though.
+

2/5/00
+

- Fixed some foreground tiles in the original
+SW levels
+- Fixed some tiles and errors in both ACLPP
+levels
+

2/4/00
+

- Added a new level, redgrndm.spe, to the
+small deathmatch levels
+ and modified /addon/deathmat/small.lsp
+to a different order. I
+ don't plan on making any more small
+deathmatch levels, so this
+ file should stay the same from here
+on out. This DM level has
+ a 'new' feature: respawning flyers
+that cause random hell.
+- Changed Level00 teleporter nomenclature.
+

2/2/00
+

- Modified some level names, added some new
+single player levels
+ into the addon. The first three top
+teleporters are in some
+ sort of working order.
+

1/28/00
+

- Totally rearranged included Shareware level's
+file names...
+ and added a new Level00.spe. This
+new Level00 was designed to
+ be very open-ended to including either
+new 'paks' of levels,
+ or even just exits to single levels.
+What does this mean? It
+ means that if you want your level(s)
+in fRaBs, just give me a
+ note of permission and send the level(s),
+tell me the order
+ you want them in, and they will be
+included into fRaBs.
+- The new Level00 took only 3 hours and some
+rockin' music... :)
+- Updated readme with Level00 schematics.
+Start sending in some
+ single-player levels! :)
+

1/22/00
+

- Keep forgetting that it's really 2000, not
+1999. Sheesh.
+- Finally tried fRaBs on Kahn, but it was
+so slow that me and
+ my cohort couldn't even get the game
+started. Oh well... if
+ you're playing with someone geographically
+close to you, or
+ on the same ISP, then the bandwidth
+might be feasible over
+ Kahn, but I'm not sure otherwise.
+Once cable modems are the
+ norm, and everyone has good bandwidth,
+then Kahn will be the
+ way to go, but for now, it's probably
+not the best idea.
+ Thanks to CHaKKaWaKKa for being my
+partner in crime for this
+ test. I plan on trying again in the
+near future...
+

1/20/00
+

- Haven't played much Abuse lately. I have
+recovered my
+ original copies of Claudio and Aliens
+Abuse in my off time
+ however! What does this mean? fRaBs
+will include even
+ more foreground tiles and objects,
+and now I just might
+ have a chance of implementing the
+Aliens Abuse characters
+ into fRaBs. Be prepared for some more
+foreground and
+ background, enemies, and a flashlight
+power-up!
+- Working on another level with the red aliens
+tiles...
+ these are always fun. It's nice and
+horizontal, unlike
+ many of my 'falling mine-shaft' levels.
+- I got news from an Italian magazine that
+fRaBs will be
+ included with their monthly magazine
+on CD! More news as
+ it comes!
+- Also, this month, Kahn, a program that
+allows IPX function-
+ ality over TCP/IP, became freeware!
+This is a wonderful
+ program, with a tight user-base. It's
+similar to Kali, but
+ much better IMO. Learn more about
+Kahn at:
+

http://www.stargatenetworks.com
+ http://kahn.descent4.org
+

This effectively allows Abuse to be
+played over the Internet
+ for free! Thanks to 'Tiny' and the
+other ops for helping to
+ spread the word about fRaBs and to
+everyone who helped me out,
+ and seeing past my poor IRC skills
+to help the innocent newbie.
+ :) Props to you guys!
+

1/2/00
+

- Fixed up DM level bugs, and made a new small
+DM level.
+- Been meaning to include this tidbit in
+the readme... you
+ can find Satan Paint in /art
+

1/1/00 - Version 1.3
+

- Released fRaBs, fixed email at the bottom
+of the readme.
+

12/31/99
+

- Almost Y2K... made new medium DM level in
+3 hours.
+

12/29/99
+

- Added 2 New DM levels based on the BUGS
+level.
+- Modified /addon/deathmat/small.lsp
+ /addon/deathmat/medium.lsp
+ /addon/deathmat/large.lsp
+- Fixed a bug that left the claudio addon
+support out of
+ the DeathMatch games. Whoops!
+